Rogue
Base Class: Rogue

Skilled and versatile operatives, the Shinobi combine many disciplines and techniques, incorporating stealth, movement, and combat prowess to form a flexible, adaptive whole far greater than the sum of its parts, drawing from a collected body of knowledge known as ninjutsu. Typically working as spies and assassins, they employ great cunning, discretion and subtlety in the
execution of their missions, obfuscating a deadly artform without equal. Such is their skill and discipline that to know a Shinobi's wrath is to stand condemned.

Level 3: Kunai And Katana

You adopt the way of the Shinobi; stealthy infiltrators of myth and legend, infamous for their agility and lethal prowess.

Way of the Blade. You are proficient with Longswords, they have the Finesse property for you and you can use their mastery property. When you hit with them, you can activate the Topple mastery property instead of Sap. 

Flash of Steel. As an Action or Bonus Action, you can make a weapon attack with a weapon that has the Finesse and Thrown properties, without adding your ability modifier to its damage roll. If it hits, you can activate the Vex or Sap mastery property in addition to a different mastery property you're using with that weapon. You can only apply your Sneak Attack to this attack if you haven't taken the Ready action this turn. If you do, you can't take the Ready action this turn.

Level 3: Shinobi's Grace

Whenever you take the Disengage action, you ignore difficult terrain, and can move through the spaces of hostile creatures until the end of the current turn. You can then end the Prone condition on yourself (if any) and move up to half your Speed.

Level 9: Shadow Adept

Deepening your studies, you learn more advanced martial techniques and have the following benefits:

Swift Blade: You can now use Longswords for your Flash of Steel attacks.

Iron Rebuke:Whenever you are targeted with an attack from an attacker you can see, you can make a Flash of Steel attack as a Reaction against them if they are within range. If your Flash of Steel attack has a higher attack roll than the triggering attack, the triggering attack automatically misses.

Level 13: Movements Unbound

While you're not Incapacitated and not wearing Medium or Heavy Armor, you have the following benefits:

Sublime Motion: You gain a Climb Speed and Swim Speed each equal to your Speed.

Dauntless Bound: You increase the distance you can long and high jump by a number of feet equal to your Rogue level. Further, you reduce any damage you take from falling by an amount equal to five times your Rogue level.

Agile Dodge: Whenever you use your Uncanny Dodge or Evasion feature you can also take the Disengage action.

Level 17: Master Shinobi

Having delved into and mastered the deepest secrets of your tradition, you gain two of the following benefits (your choice):

Fleeting Shadow . Whenever you take the Disengage action you can also take the Hide action and end any conditions or effects on yourself that reduce your Speed or set it to 0.

Steel Kensei. Your Flash of Steel attack adds your ability modifier to its damage roll. If it hits, its target can't take Reactions until the end of your next turn.

Transcendent Motion. While you have the benefits of Movements Unbound, you can treat your roll on D20 Tests to climb, jump, swim, and use the Acrobatics skill as a 20.
In addition, you can fly when you move. While flying in this way you must end your movement on a solid surface or fall unless otherwise kept aloft.

Shinobi's Sense. You have Advantage on Initiative rolls and can't be Surprised while you're not Incapacitated. You also gain Blindsight with a range of 10 feet. If you already have Blindsight its range increases by 10 feet.

Lightning Reflexes. Once per turn, you can regain your use of your Reaction (no action required). You can do this a number of times equal to your Dexterity bonus (minimun of once). You regain all expended uses when you finish a Short or Long Rest.

Fleeting Shadow

Whenever you take the Disengage action you can also take the Hide action and end any conditions or effects on yourself that reduce your Speed or set it to 0.

Lightning Reflexes

Once per turn, you can regain your use of your Reaction (no action required). You can do this a number of times equal to your Dexterity bonus (minimun of once). You regain all expended uses when you finish a Short or Long Rest.

Shinobi's Sense

You have Advantage on Initiative rolls and can't be Surprised while you're not Incapacitated. You also gain Blindsight with a range of 10 feet. If you already have Blindsight its range increases by 10 feet.

Steel Kensei

Your Flash of Steel attack adds your ability modifier to its damage roll. If it hits, its target can't take Reactions until the end of your next turn.

Transcendent Motion

While you have the benefits of Movements Unbound, you can treat your roll on D20 Tests to climb, jump, swim, and use the Acrobatics skill as a 20.
In addition, you can fly when you move. While flying in this way you must end your movement on a solid surface or fall unless otherwise kept aloft.

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