Rogue
Base Class: Rogue

Professional scouts, spies, secret-agents, saboteurs, agitators, raiders, assassins, terrorists, and mercenaries, who specialize in espionage, irregular combat, guerrilla warfare, and all other forms of dishonorable combat. A master of blades and distraction, a shinobi is a versatile warrior whose will and focus is strong and will even stronger. With a prosthetic arm fitted with many tools, a shinobi is ready for any situation that may involve them.

Prosthetic Artistry

At 3rd level, you gain access to a prosthetic arm which can be enhanced with various attachments. You have a pool of Spirit Points equal to your proficiency bonus. Each attachment costs 1 Spirit Point to activate its abilities.

Shuriken Launcher. Launch a shuriken as a bonus action, dealing 2d4 piercing damage within 30 feet.

Grapple Hook. Shoot a grappling hook to reach high places or pull towards objects or creatures within 30 feet.

Flame Vent. Unleash a 15-foot cone of fire as a bonus action, causing creatures to make a Dexterity save of 10 plus your proficiently modifier. (2d6 fire damage on fail, half on success).

Shinobi Technique

You've become accustom to your prosthetic and have discovered new attachments, detailed below.

Firecrackers. Deploy a burst of firecrackers, forcing creatures within 15 feet to make a Wisdom save or become stunned until the end of your next turn.

Mist Raven's Escape. When you take damage, you can use your reaction to become gaseous and reduce the damage taken by 1d6 plus your proficiently modifier. You reappear at a location of your choice within 15 feet.

 

 

Swift Reflexes

At 9th level, your reflexes become heightened. You gain advantage on Dexterity saving throws and have advantage on initiative rolls.

Tomoe's Resonance

At 17th level, you master the ancient techniques of Tomoe, granting your prosthetic arm the ability to channel lightning using Spirit Points.

The Lightening of Tomoe. Infuse your attacks with lightning energy, dealing an additional 2d8 lightning damage on a successful hit. Additionally, as a reaction when hit by a melee attack, you can discharge this energy, forcing the attacker to make a Dexterity saving throw or suffer 4d8 lightning damage.

Previous Versions

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