Base Class: Rogue
You are a member of a Shinobi family, whether by birth as the son of a chief, through adoption, or as a dedicated student of their disciplines and traditions. Each Shinobi family possesses unique abilities and techniques passed down through generations. Dedicating yourself to mastering the ancient and disciplined arts of the Shinobi. Far beyond mere spies or assassins, Shinobi are experts in stealth, espionage, and guerrilla warfare.
Pocket Sand
Starting at 3rd level, you can throw sand into the eyes of a creature within 5 feet. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be blinded until your next turn. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short rest.
Shadow Strike
When you successfully Sneak Attack a creature while in dim light or darkness, you can strike their vital organs, causing them to bleed. The target takes an additional 1d4 damage at the start of each of its turns for 1d6 turns or until it receives healing.
This ability's damage increases by 1d4 when you reach 9th level (2d4), 13th level (3d4), and 17th level (4d4).
Family Technique
Starting at 9th level, choose one of the following options:
Hensojutsu
You can use the disguise self spell once per long rest without any verbal or somatic components.
Intonjutsu
You have advantage on Dexterity (Stealth) checks if you remain motionless and are in dim light or darkness.
Kenjutsu
When wielding a single light sword, you gain a +2 bonus to damage rolls and attack rolls. If wielding a light sword in each hand, you gain the Two-Weapon Fighting style.
Sui-Ren
You gain a swimming speed equal to your walking speed. Additionally, you can hold your breath for up to 10 minutes at a time.
Taijutsu
Your unarmed strikes deal 1d6 bludgeoning damage. Additionally, your unarmed strikes count as finesse weapons.
Menacing Strike
At 13th level, you have mastered the ability to instill fear in your enemies. When you score a critical hit with an attack, you can make an Charisma (Intimidation) check against the target as part of the same attack action. You have advantage on this Intimidation check. If successful, the target becomes frightened of you until the end of your next turn.
Family Chief
Hensojutsu
You gain the Actor feat.
Intonjutsu
Once per long rest, you can cast the Greater Invisibility spell on yourself without any verbal or somatic components. This spell lasts as long as you remain in dim light or darkness; if you move out of dim light or darkness, the spell ends.
Kenjutsu
When wielding a single light sword, you now gain a +5 bonus to damage rolls and attack rolls. If wielding a light sword in each hand, after making an attack with your main hand, you have advantage on the attack made with your off-hand weapon.
Sui-Ren
You can now attack normally underwater. Additionally, when both you and your target are underwater, you have advantage on the first attack you make on your turn.
Taijutsu
Your unarmed strikes now deal 1d10 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can use your Acrobatics skill instead of Athletics when attempting to grapple a creature
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