Rogue
Base Class: Rogue

To the world at large, the Shinobi do not exist. The tales of figures clad in dark clothing flying through the night are now the stuff of legend, and even then, the learned viewed such statements as little more than idiotic superstition, but the truth is more intriguing: these special class of ninja still exist today. Drawing upon the elements of nature, the Shinobi focus their skills into moments of supreme focus and clarity, aiding them both in and out of combat with quick maneuvers, deadly attacks, and supernatural abilities.

How did the Shinobi learn these skills? And how they draw upon these abilities? Does it come from achieving narrow focus through long periods of intense martial training, or do they access the reservoir of strength inside us all. Whatever the method, the results attest to your achievement of skill and enlightened understanding.

Unparalleled Dexterity

At 3rd Level, your stamina and agility are unparalleled. You are not impeded by difficult terrain, gain expertise in acrobatics, and your walking speed increases by 15 feet. You also gain advantage to initiative.

Hidden in Shadow

At 3rd level you learn how to hide weapons where other cannot find. You gain proficiency in Sleight of Hand, and you may use these hidden weapons in certain ways:

  • Hidden Blade - You may make an attack as a bonus action at advantage with a small hidden blade. It deals 1d4 piercing damage plus 5 poison damage on hit.
  • Hidden Shuriken - You may throw a shuriken at a nearby enemy that is attacking a nearbly ally within 30 feet of yourself as a reaction. It deals 1d4 piercing plus 5 poison damage.
  • Hidden Sai - As a reaction you may attempt to block a melee weapon attack against yourself with your hidden sai. Roll 1d10 plus your Dexterity modifier. If it is equal to or greater than the enemy's damage roll, you successfully block the incoming attack.
  • Smoke bomb - As a bonus action, you may throw a hidden smoke bomb to the ground at your feet, granting you the ability to hide at advantage within 30 feet.

Shrouded Being

Beginning at 9th level, you can fade from sight. When a creature targets you with an attack, you may use your reaction to become invisible until the end of your next turn or until you attack.

Ninjutsu

At 13th level, you learn to control the power in and around you, focusing it using signs cast from your hands in rapid succession. Each sign causing a different effect:

  • Fire Jutsu - You summon a fountain of flame at a spot you can see within 30 feet of yourself as an action. Any enemy within 10 feet must make a Dexterity saving throw. On failure they take full damage, and success grants them half damage. The inferno deals 3d6 Fire damage.
  • Lightning Jutsu - As an action, you summon a bolt of lightning at a spot you can see within 60 feet of yourself on a single enemy. The enemy must make a Dexterity saving throw, taking half damage on success and full damage on failure. It deals 4d8 lightning damage.
  • Ash Jutsu - You summon a swirling circle of golden ash in a 15 foot radius around yourself as an action, granting you and your allies Advantage to your attacks for 1 minute or until you cast another Jutsu.

Ultimate Jutsu

You master the arts of Ninjutsu, granting you the ultimate skills of the Ninja.

  • Wind Shuriken - As an action once per short rest, you summon a massive shuriken of wind and throw it at an enemy of your choicewithin 30 feet. Make a ranged attack. On hit, the enemy takes 4d10 magical slashing damage. If you roll a critical hit with this ability, it severs a limb of your choice other than the head of the creature.
  • Extreme Speed - As an action once per long rest, you may focus your entire being towards up to 3 targets of your choice within 60 feet. In the blink of an eye, you dash between each enemy, and make a melee attack against each one. If you score a critical hit against any of them, you disarm that enemy. Each hit deals 1d10 magical slashing damage.
  • Storm of Kunai - As an action once per long rest, you summon a vortex of kunai at a spot you can see within 30 feet of yourself. Any enemy within 5 feet of the vortex must make a Dexterity saving throw, taking 2d6 magical piercing damage on failure, and half as much on success. This storm of kunai lasts for 3 turns and you may move it up to 15 feet in any direction at the start of your turn.

Previous Versions

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5/1/2023 11:52:14 PM
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