Rogue
Base Class: Rogue

Rogues of the Archetype Shinobi are masters of the shadows and various mystical arts adopted or often stolen from monk monasteries for their own use. Similar to how an arcane trickster has mastered a wizard's magic in their own way the Shinobi has taken hold of a form of the Monk’s ki called Chakra. The Shinobi will have their Chakra usable by an amount of points equal to their proficiency bonus plus their Wisdom modifier. Some abilities may cause creatures to go against your Chakra save DC which is equal to 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)

Chakra and the Arawareta kusari

Starting at 3rd level you may choose 1 weapon type you're proficient in to become your Arawareta kusari or “Manifested Chain Weapon” as long as it's a simple or martial weapon that doesn't have the two-handed, ranged, heavy, or special properties. Once you choose you can spend one Chakra point to summon your Arawareta kusari (if you lose the chain weapon you must spend another Chakra point and bonus action to remanifest it). Your Chain weapon will always have the finesse feature and be able to be flung up to 15 ft away as a ranged attack dealing the weapons normal melee damage where you can choose to leave it stuck in the target or pull it back to yourself on your turn with your interaction action (or off your turn with your reaction. If the weapon is stuck in a target that is out of your chain weapon range you may magically recall it back using your bonus action) additionally if you have your chain weapon in a target you may spend a chakra point to make a grapple that uses your Dexterity/Sleight Of Hand instead of Athletics by using your Chakra to force the chain weapon to wrap around the target. Your chain weapons range will increase by 5ft at 9th, 13th, and 17th level

Jutsus

Starting at 9th level you will begin to master the more advanced Chakra techniques called Jutsus choosing two of the following below. Additionally you can learn one Jutsu of your choice at 11th,14th and 17th level. Each time you learn a new Jutsu, you can also replace one Jutsu you know with a different one.

  1. Shuriken Storm - Spend your action and 1-3 chakra to warp your chain weapon into a set of shurikens (1 shuriken per chakra spent) throwing the whole set on that turn. Each shuriken deals 1d6+Dex mod+(Chakra spent) in magical piercing damage. The Shurikens are a ranged weapon that you are proficient with and have the same range as your chain weapon’s throwing range. After using this Jutsu you will have to manifest your chain weapon again.

  2. Blighted Chain - Spend 2 Chakra to warp your sneak attack into a necrotic poison that taints the soul. When landing your next attack with your chain weapon that can also add sneak attack damage, you will instead cause the creature to have to make a Wisdom save against your Chakra Save DC. If the creature fails the creature will take 2d6 necrotic damage then as well as 2d6 necrotic damage on the start of their turn an amount of times equal to the amount of die your sneak attack currently has (Ex. If sneak attack is 5d6 this will last 5 rounds)

  3. Smoke swap - Throw down a smoke bomb and teleport swapping places with a willing ally (if unwilling nothing is spent) using your bonus action and spending 1 chakra (+1 more chakra for every 10ft away the ally is). When swapping places if either you or the ally you swapped with ends up within melee range of an enemy they may use the teleporting as a way to make an opportunity attack with their reaction. When using this ability you cannot teleport farther than your max movement speed would allow.

  4. Flash Bomb - When using cunning action you may spend 2-4 chakra to throw down a blinding flash bomb in a 10ft radius (+5ft to the radius for every chakra spent above 2) all creatures in the radius of the flash bomb will have to save against your Chakra Save DC or be blinded until the end of their next turn(s).

  5. Viper’s Chain - After landing a ranged attack with your chain weapon you may spend 2 chakra points + your bonus action to cause the weapon to glow and wrap around the target melting into their body causing them to have to make a Constitution Save against your Chakra Save DC. Upon failing they will become paralyzed until the end of their next turn, if they are successful they will instead just take 2d6 poison damage. Regardless if they succeed or fail you will have to manifest your chain weapon again after using this ability.

  6. Rushing strike - After using cunning action to dash or after moving at least 15 ft in a straight line towards a creature you may spend 1-4 Chakra points to add an extra d6 of damage (per chakra spent) to your sneak attack when landing a melee attack.

  7. Revitalize - When granted sneak attack damage but before rolling it you may use your bonus to spend 1-2 chakra to siphon 1d6 (per chakra spent) from your sneak attack to be absorbed into you as temporary hit points instead of damage.

  8. You Saw Nothing - When caught while sneaking use your reaction to spend 4 chakra points to vanish for 12 seconds [two rounds] causing the creature who caught you to question if they saw anything and make an insight check against a stealth check you make. If your stealth beats their insight they will assume what they saw is just a trick of their senses unless you're within their blind/true sight range.

  9. Dramatic Introduction - When breaking stealth due to landing an attack you may spend 2 chakra + your bonus action to quickly throw your chain weapon at a different creature if the attack lands you will also deal extra damage equal ½ your sneak attack damage.

  10. Numbing acupuncture (Spend 2 chakra before attacking a sleeping target to make the attack impossible to sense thus keeping the target asleep if they survive the attack [can only work once on a creature])

Smoke Bomb

Additionally at 3rd level you may choose to spend 2 Chakra points when using your cunning action to Dash or Disengage to throw down a smoke bomb that displaces in a 10ft radius that will allow you to also take the Hide action at the same time. All creatures who are aware of you will have to make a Perception check against your stealth check with creatures stuck in the smoke bomb having to make their perception check at disadvantage.

Calm Waters

Starting at 13th level whenever rolling initiative you may spend a 1 chakra point to add 1d6 to your roll as well as adding +1 to that roll for every additional chakra spent after 1

Shadow's Penance

Finally at 17th level the Shinobi whenever attacking a creature that you are hidden from your sneak attack will then deal d8s instead of d6s, this feature can only take effect once on a creature.

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