Rogue
Base Class: Rogue

Shinobis are an elite group of assassins who have dedicated their live to serving their nation. They specialize in infiltrating strongholds and containing enemy information. Shinobis have trained their mind, body, and soul to survive treacherous suffering and torture. Although, not much is known about a shinobi's life. They have hone their attributes to a nearly unnatural way. 
They can use disciplinary techniques to focus their minds, body, and soul to connect with their training and boost their performance. These techniques are extremely sacred and take many years to fully utilize.

Level 3: Ninjutsu Disciplines

  • Harden Soul. You expend 2 Discipline points as reaction to reduce any incoming damage made by a creature by 1d8, 1d10, or 1d12, depending on your current level. If your roll surpasses the damage made by the creature. The leftover dice roll made by you will convert to temporary health.
  • Shadow Step. You expend 1 Discipline points as a bonus action to teleport to a location 30 feet from your original location without provoking an Opportunity Attack. If you teleport within the same space as creature. You can perform a Sneak Attack without an action. You have advantage on your HIT Dice.
  • Calm Spirit. You expend 2 discipline points as a reaction to cleanse either one of the following conditions, exhaustion, stunned, frightened, charmed, or poisoned.
  • Precise Strike. You expend 1 discipline point to deal 1d10 extra damage regardless of the creatures' resistances.
  • Unpredictable Cunningness. You expend 1 discipline point as a reaction to give one enemy that can see you disadvantage on their next attack or skill check.
Calm Spirit

  • Calm Spirit. You expend 2 discipline points as a reaction to cleanse either one of the following conditions, exhaustion, stunned, frightened, charmed, or poisoned.

Harden Soul

  • Harden Soul. You expend 2 Discipline points as reaction to reduce any incoming damage made by a creature by 1d8, 1d10, or 1d12, depending on your current level. If your roll surpasses the damage made by the creature. The leftover dice roll made by you will convert to temporary health.

Precise Strike

  • Precise Strike. You expend 1 discipline point to deal 1d10 extra damage regardless of the creatures' resistances.

Shadow Step

  • Shadow Step. You expend 1 Discipline points as a bonus action to teleport to a location 30 feet from your original location without provoking an Opportunity Attack. If you teleport within the same space as creature. You can perform a Sneak Attack without an action. You have advantage on your HIT Dice.

Unpredictable Cunningness

Unpredictable Cunningness. You expend 1 discipline point as a reaction to give one enemy that can see you disadvantage on their next attack or skill check.

Level 3: No Hinderance

Climber. Your climbing speed is equal to your walking speed.

Jumper. You can determine your jump distances using your Dexterity instead of your Strength.

Swimmer. Your swimming speed is equal to your walking speed.

Level 9: Espionage

  • You gain the ability to cast invisibility the number of times equal to your Wisdom Modifier.
  • You have advantage on remembering information in the last week.
  • If you are behind Half Cover or Three-Quarters Cover, you can use the hide action.

Level 13: One With The Shadow

You can boost your discipline techniques by imbuing them with Ninjutsu. When you run out of Discipline Techniques. You automatically regain all of them back. 

Each action that requires Dexterity, Strength, Wisdom, Charisma, and HIT Dice checks or saving you take while invisible or obscured by an object has advantage.

Level 17: The Meaning Of The Unknowing

You get to choose when a creature's attacks or spells towards you hits or fails, 3 times only. You can avoid them and automatically succeed. You can choose when your attacks or spells succeed or hit, and a creature doesn't get to roll a saving throw for those 3 times. 

Previous Versions

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Shinobi Image

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