Base Class: Rogue
The Shinobi
Swift as the wind, silent as an owl, never seen, always on target.
The Shinobi are a part of a secretive order, hired through indirect means to carry out assassinations and spying jobs for nobles and commoners alike. They are swift and efficient and leave almost no trace, for very rarely does one see a shinobi and live to speak of it.
They practice both the usage of various tools and some occult magic to assist in completing their jobs. Rarely a shinobi might become indebted to someone, by their own code they would most often vow to serve their savior to their dying breath.
Shinobi Equipment
Starting at 3rd level, you are privy to the techniques required to make useful tools to aid in your assassinations. During a long rest you can create up to three of the following shinobi items:
- Glider. This item requires both hands to use effectively. While holding this item you have a flying speed of 40 feet, however you cannot take off from the ground and at the end of every turn spent in the air you will descend 5 feet.
- Grappling Hook. You can use this item as a bonus action to gain a climbing speed equal to your walking speed on any vertical surface that is no more than 60 feet tall.
- Bamboo Straw. You can breathe underwater, up to a depth of 30 feet, whilst holding this item.
- Smoke Bombs (Makes 2). As a bonus action you can throw a smoke bomb up to 20 feet, creating a 10-foot sphere of smoke that blinds all creatures inside of it and blocks all vision through it. The smoke lasts for 1 minute or it can be disturbed by a moderate breeze, you are also immune to the effects of your own smoke bombs.
- Paper Substitute (Costs 1 Copper Piece). Can be used as the Sheet of Paper consumed in the 1st-level spell granted by Kuji-Kiri.
Kuji-Kiri
Also at 3rd level, you are able to use mystical arts to assist in your missions. You may choose two cantrips of either; Firebolt, Poison Spray, Shocking Grasp, or Minor Illusion and you become able to cast them as well as their only component becoming Somatic. Additionally you may choose one 1st-level spell of either; Color Spray, Detect Magic, Disguise Self, or False Life and you become able to cast it once per day with the only components being Somatic and Material, a Sheet of Paper which the spell consumes.
Kuji-Kiri - Cantrips
Choose up to two cantrips, granted by the Kuji-Kiri feature.
Fire Bolt
You can cast the Fire Bolt cantrip using only Somatic components.
Minor Illusion
You can cast the Minor Illusion cantrip using only Somatic components.
Poison Spray
You can cast the Poison Spray cantrip using only Somatic components.
Shocking Grasp
You can cast the Shocking Grasp cantrip using only Somatic components.
Kuji-Kiri - 1st Level Spell
Choose up to one 1st-level spell, granted by the Kuji-Kiri feature.
Color Spray
You can cast the Color Spray spell using only Somatic and Material components, the Material component is replaced with a Sheet of Paper.
Detect Magic
You can cast the Detect Magic spell using only Somatic and Material components, the Material component is replaced with a Sheet of Paper.
Disguise Self
You can cast the Disguise Self spell using only Somatic and Material components, the Material component is replaced with a Sheet of Paper.
False Life
You can cast the False Life spell using only Somatic and Material components, the Material component is replaced with a Sheet of Paper.
Substitution
At 9th level, you have more than just simple magic up your sleeve to escape danger. As a reaction to being hit by an attack, you can teleport up to 20 feet to an unoccupied space you can see. A crude wood and cloth dummy is placed where you teleported from and disappears after 1 minute. Additionally you can immediately take the Hide action after you teleport, however you use the bonus action of your next turn to do so.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Smoke Clone
At 13th level, you can create shoddy but useful illusory doubles. As an action, you can create up to two illusory clones of yourself within 5 feet of you, they have the same statistics as you but have an AC of 10, only 1 hit point, and they cannot attack or deal damage in any way. The clones look like smoke roughly taking your shape with two glowing red orbs in place of your eyes. Both clones act on your turn in initiative and can be given commands telepathically so long as they are within 300 feet of you, if not given a command they will attempt to harass and give advantage to you against any creature you are attacking.. The clones are unable to carry any object that is heavier than 5 lbs.
The clones last for 10 minutes or until you choose to dismiss them. You can use this feature a number of times equal to your proficiency bonus per long rest.
Shadow Slip
At 17th level, trying to follow your movements is a fools errand, for you move like no mere mortal. As a bonus action, you can choose to either swap places with a Smoke Clone within 100 feet or you can teleport to any creature within 60 feet that casts a shadow. If you teleport to a creature then that creature cannot make any opportunity attacks against you until the end of your turn.
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