Rogue
Base Class: Rogue

A master of stealth and deception, not to mention SPINJITZU. The ninjas may hide in the shadows, but they do not fear direct confrontation.

Spinjitzu

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to do Spinjitzu until you lose concentration or choose to stop which you can do at any point for free.

While you are doing Spinjitzu you get +10 feet of movement speed, +4 temprary dexterity(this can increase your dexterity above your maximum limit). When you attack an enemy within five feet with a ninja weapon or an unarmed strike they must make a constitution and strength saving throw contestet by your dexterity score if they fail both they become incapacitated until they leave your reach. While a foe is incapaciated this way you may make them move with you. When they leave your reach they drop prone.            When falling you may lower the rate of which you are falling to as little as 10 feet per second

Ninja acrobatics

If you aren't profficient with acrobatics you get profficiency in acrobatics. If you have profficiancy in acrobatics you get expertise in acrobatics. If you have expertise in acrobatics you get +2 dexterity and +2 maximum dexterity. (This is considered after everything else on the character.)

You have advantage on acrobatics checks.

A life in the shadows

Starting at 9th level, you can try to hide when you are lightly obscured from the creature from which you are hiding. 

You gain darkvision, if you already have darkvision you instead get the following ability: Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Airjitzu

By 13th level, you have learned airjitzu. 

On your turn you may use your bonus action granted by your Cunning Action to do Airjitzu until you lose concentration or you choose to end which you can do at any time for free. 

While you are doing Airjitzu double your movement speed and you get a flying speed equal to your new movement speed. You get +4 dexterity(this can increase your dexterity above its maximum). You have advantage on dexterity saving throws.

Master of Spinjitzu

When you reach 17th level, you have become a master of spinjitzu. When you use your action to make a meele attack while you are using spinjitzu, you get an additional action this turn, this triggers only once a turn.

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