Rogue
Base Class: Rogue

While any ordinary assassin might fancy themselves a ninja, true ninja are masters of mystic techniques known as Shadow Techniques. Able to draw out the mystic energies inherent to their bodies and souls, ninja channel this energy using specialized hand seals that allow them to replicate potent spells that make them unmatched operatives in the fields of infiltration and subterfuge.

Ki

At 3rd level, as a ninja, you can harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to your half your rogue level(rounded up) which you can use to fuel your Shadow Techniques. If you have ki points from another source, the points from both sources are pooled, and can be used to fuel any of your ki abilities. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. At 3rd level, you learn Beguile and may pick two other Shadow Techniques from the list below. You learn an additional technique of your choice at 9th, 13th, and 17th level. Whenever you gain a level in this class, you can replace one technique you know with a different one. Additionally you learn the minor illusion and control flames cantrips if you didn't already know them.

Ninja Style

Starting at 3rd level, you adopt a particular style as your specialty. Choose one of the following options.

Master of Blades

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Master of Distraction

  • When you use a weapon with the thrown property to make a ranged attack, you can draw the weapon as part of the attack. When you make an attack with a thrown weapon that deals damage, the standard range is 60ft. and the long range is 120 ft.
  •  When you damage a creature with a ranged attack, you can spend 1 ki point to impose disadvantage on that creature's next attack roll or reduce it's movement speed by 10 feet until the end of your next turn.

Ghostrunner

Starting at 9th level, you learn to move like a ninja. When you use your Cunning Action to Dash, your movement speed increases by 10ft, your jump distance is doubled, you may ignore difficult terrain and you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Throatseeker

By 13th level, you air to bring enemies down as quickly as possible. Your sneak attack die becomes a d8

Counter Strike

At 17th level, you can use a creature's momentum against them when they attack you. Whenever you use your Uncanny Dodge, you may make a melee weapon attack with advantage against the attacking creature as part of the same reaction.

Ninja Image

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