Rogue
Base Class: Rogue

A Shinobi is a warrior who is trained to use their Chakra or life energy to cast spells and perform supernatural feats. Those who become Shinobi are usually strictly trained by members of their home village, which serve as a special forces branch of their nation's military in times of war, in their ways. They use unusual tactics to gain an advantage in battle and weave complex hand signs to channel their Chakra to create spells and perform supernatural abilities. 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard or druid spell lists.

Cantrips

You learn three cantrips of your choice from the wizard or druid spell lists. You learn another cantrip of your choice at 10th level.

Spell Slots

The Shinobi Spellcasting table shows how many spell slots you have to cast your wizard or druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard or druid spells of your choice, two of which you must choose from the evocation and illusion schools of magic.

The Spells Known column of the Shinobi Spellcasting table shows when you learn more wizard or druid spells of 1st level or higher. Each of these spells must be an evocation or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard or druid spell lists. The new spell must be of a level for which you have spell slots, and it must be an evocation or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Dexterity is your spellcasting ability for your spells, since you cast your spells through weaving complex hand signs. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Dexterity modifier

Spell attack modifier = your proficiency bonus + your Dexterity modifier

Shinobi Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Multi-Surface Traversal

Starting at 3rd level, you can channel your Chakra into your feet and can walk, stand and run up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. In addition, you can walk freely on liquid surfaces, and if you are under the liquid and have access to an unoccupied space above, you can climb on top of the liquid as if it were a solid. While on the surface, you can choose to ignore the flow of the liquid, even if it is a flowing waterfall or raging ocean. If you try to stand on a dangerous liquid such as lava or acid, you will still take the damage from the liquid you are standing on. 

Substitution

Starting at 9th level, if you are hit with an attack, you can use your reaction and spend a Spell Slot to replace yourself with an object or target you can see within 60 feet of you. If you target a held item or an unwilling creature, that target must succeed a Charisma saving throw against your Spell Save DC, or fall under the effect of the substitution ability. You will take no damage and will occupy the space previously occupied by the object that replaced you. the object will have an illusory effect cast upon it that will make it look like you until it is struck, upon which time the illusion will disperse in a large plume of smoke and the effect of the trait will end. The substitution will take every attack from a single creature before dispersing, so if a creature attacks with multiple attacks, the substitute will take every attack dealt to it by that single creature. 

You can use this feature a number of times equal to your proficiency modifier, regaining all uses of this feature upon finishing a Short or Long Rest.

Transformation

At 13th level, you gain the ability to use your Chakra to transform your body into that of another creature that you have seen and mimic their voice if you have heard them. As an action, you coat yourself with an illusory veil, transforming your voice and body into that of a Humanoid, Beast, or Undead(must have a physical body) that you have seen. Additionally, if you wish to imitate the voice of your transformation, you must have heard the creature's voice for at least one minute. This will not grant you the creature's inherent abilities, such as flight, breath attacks, or skill proficiencies, although your size will change and you will gain its walking, climbing, swimming, and burrowing speeds. While under this transformation, a creature cannot tell the difference between you and the creature you are impersonating unless you behave in a manner that is unlike the creature. Additionally, if a creature sees you through Detect Magic, True Sight, or other similar abilities, they will know you are a fake. 

Shadow Clones

At 17th level, you gain the ability to create 1d4 clones of yourself. As an action, you can take the index and middle finger from both of your hands and put them together in a cross shape, after which the clones will manifest in unoccupied spaces within 10 feet of you, always occupying the nearest possible unoccupied spaces. Each clone has its own mind and can act on its own and move any distance from you, but will follow your will take its turn after you do on your turn during combat. When using this feature, you will expend a number of Hit Die equal to the number of clones summoned to determine the Hit Points of each clone, who will last until destroyed or until you release them as a bonus action. Each clone is a perfect replica of you and has all of your equipment, which are also considered clones and will disappear if the clone is destroyed or released; however, they are unable to gain the benefits of either a short or long rest, their Sneak Attack damage is halved(rounding down for decimals) and they only have a number of Spell Slots equal to your Spell Slots split evenly between the clones summoned(minimum of 1 in each spell slot level). Additionally, when the Shadow Clones are destroyed or released, you gain the memories of each clone, making them extremely useful for reconnaissance.

If you do not release this ability when you take a Long Rest, your clones will suffer 1 level of exhaustion each. In addition, when either the clones are destroyed or you release the clones, you will suffer a number of exhaustion points equal to the sum of the points suffered by all of the clones that you release. This effect applies to any effect that causes a clone to suffer a point of exhaustion. 

You can use this feature a number of times equal to your proficiency modifier, regaining all uses of this feature once you finish a Long Rest.

Previous Versions

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