Fighter
Base Class: Fighter

The Shinobi is a fighter trained to strike with precision, not flair. These warriors blend traditional martial prowess with unconventional tactics—smoke bombs, flash tools, hidden weapons, and sudden bursts of speed. Their strength lies not in brute force, but in control: of the battlefield, the flow of combat, and the enemy’s expectations.

Shinobi don’t wait for the perfect moment—they make it. Trained in stealth, swift strikes, and tactical disruption, they use every tool at their disposal to hit hard and vanish, reposition, or finish the job before the enemy knows what hit them.

Level 3: Trained In Shadow

You are trained to be able to move quickly through the shadows, capable of navigating through darkness with ease and avoiding danger until you've found the perfect moment to strike. You have Darkvision up to 60ft, as well as the ability to hide and disengage using a bonus action. You also gain weapon mastery with blowguns and darts.

Level 3: Shinobi Arts and Tricks

Thanks to your dexterous training, you have Advantage on Initiative rolls and Dexterity Stealth checks.

Shinobi Tricks. You have 4 Shinobi Tricks. A Shinobi Trick is expended when you use it. You regain all of your expended Shinobi Tricks when you finish a short or long rest. You have Shinobi Tricks equal to your Dexterity Modifier + your Proficiency Bonus. You start with access to four Shinobi Tricks: Pinning Kunnai, Smokebomb, Sudden Strike, and Pocket Sand.

Saving Throws. Some of your Shinobi Tricks require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

 Shinobi Trick Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Level 7: Quick Hands

At 7th level, your movements quicken with trained precision. Once per turn, you may take two bonus actions instead of one, as long as they are two different bonus actions. You may also now treat all finesse weapons as having the light property.

You gain access to two new Shinobi Tricks: Firecracker and Sudden Stillness

Level 10: Veil of Ash

Starting at 10th level, your mastery of diversion is instinctive, turning bursts of power into perfect cover. Whenever you use your Action Surge or Second Wind, a 10-foot radius cloud of smoke erupts from your space. The cloud heavily obscures the area until the start of your next turn and then disperses. You are unaffected by this obscurity.

You gain access to two new Shinobi Tricks: Poison Dart Spray and Wall Run

Level 15: Expert Shinobi

At 15th level, you automatically gain expertise in stealth. You ignore the noise of your armor and movement; you don’t suffer disadvantage on Stealth checks due to armor, and your footsteps are magically muted.

You gain access to two new Shinobi Tricks: Weapon Catch.

Level 18: Ghost of Shinobi

At 18th level, you have become a metaphorical Ghost using the Shinobi Arts. Whenever you become heavily obscured, you become invisible for 1 minute unless you cast a spell or make an attack. When you do attack an enemy while invisible, you can choose to teleport 15ft to an unoccupied space that you can see as a free action. Melee weapon attacks while invisible deal an additional 2d6 force damage to target creatures you hit.

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