Monk
Base Class: Monk

Skilled and versatile operatives, Shinobi often act as covert agents or mercenaries, engaging in espionage, sabotage, infiltration, assassination and guerrilla warfare. Bound by honour, they are composed and reticent, but also command the ruthlessness necessary to complete their mission by any means. They are loathe to be struck by enemies, but their unrivalled expertise in pre-emptive strikes and counter-attack are quick to compensate. 

Esoteric Arts

3rd-level Way of the Shinobi feature

To serve as efficient assassins, spies and mercenaries, Shinobi devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities. 

You gain proficiency in the Stealth and Deception skills, and you gain proficiency with thieves’ tools.

Dedicated Weapon Mastery

3rd-level Way of the Shinobi feature

Your special martial arts training leads you to master the use of a single signature weapon. You gain proficiency with a simple or martial weapon of your choice that lacks the heavy and special properties, and it has the finesse property when you wield it.

In addition, your training has allowed you to deflect and parry strikes in order to ward off injury. You gain the following benefit:

Deflect Strikes
When another creature damages you with a melee attack, you can use your reaction to reduce the damage by an amount equal to your monk level + your proficiency bonus (to a minimum of 0 damage).

Deathblow

3rd-level Way of the Shinobi feature

You have mastered techniques to exploit every drop in an enemy's guard. When you hit a creature with a melee weapon attack using your dedicated weapon, you can expend a number of ki points up to your proficiency bonus to deal an extra 1d8 damage per ki point spent.

Unbreakable Stance

6th-level Way of the Shinobi feature

You’ve honed your reflexes and poise through relentless training, at times allowing you to deflect multiple strikes at once. When you are hit by more than one attack on the same turn, you may spend 1 ki point to take an additional reaction if you’ve already taken your reaction. An additional reaction can only be used to Deflect Missiles or Deflect Strikes.

Alternatively, an additional reaction can be used to take a different reaction if it increases a creature's Armor Class or reduces the damage it takes when hit. Examples include the Protective Field of a Psi Warrior, the racial trait Stone's Endurance, the Interception fighting style, the Parry maneuver and the reaction granted by the Defensive Duelist feat.

Shadows Die Twice

11th-level Way of the Shinobi feature

Your familiarity with danger allows you to perform death-defying stunts. When you are reduced to 0 hit points but not killed outright, can expend 1 ki point (no action required) to drop to 1 hit point instead. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Shinobi Arts

17th-level Way of the Shinobi feature

Your mastery of ancient shinobi techniques have reached their apex, finally matching your resolute will. You gain the following features:

Volley 
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Death Strike
When you attack and hit a creature that is surprised, it must make a Constitution saving throw against your ki save DC. On a failed save, double the damage of your attack against the creature.

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