Base Class: Rogue
Taimanin, also known as anti-demon ninjas are a group of ninjas talented with divine magic that they use to fight against creatures of the supernatural, every Taimanin possesses abilities and powers granted by their deities. As such, each possess their own and unique set of powers from the others. For example, one Taimanin might focus on Lightning-Style Jutsu, a ninja arts that can conjure lightning elemental powers for combat.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric and paladin spell list.
You do not require vocal or material components for these spells.
Cantrips
You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Taimanin Spellcasting table shows how many spell slots you have to cast your cleric and paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric and paladin spells of your choice.
The Spells Known column of the Taimanin Spellcasting table shows when you learn more cleric and paladin spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
You prepare the list of cleric and paladin spells that are available for you to cast, choosing from the cleric and paladin spell lists.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric and paladin spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your cleric and paladin spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric or paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Taimanin Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Jutsu
Starting at 3rd level, you can cast spells from this granted from this subclass without using vocal and material components:
You gain the following spells added to your spell list, when you finish a long rest you can choose from an expanded list of spells from the Jutsu Style Spells. The Jutsu Style Spells table shows the Jutsu spells that are added to your spell list for you, along with the spells associated in the table with your Jutsu Style: Earth Style Jutsu, Fire Style Jutsu, Water Style Jutsu, or Lighting Style Jutsu.
| SPELL LEVEL | JUTSU SPELLS | EARTH STYLE JUTSU SPELLS | FIRE STYLE JUTSU SPELLS | WATER STYLE JUTSU SPELLS | LIGHTING STYLE JUTSU SPELLS |
|---|---|---|---|---|---|
| 1st | message, minor illusion, prestidigitation, hunter's mark, shield, silent image | earth tremor, magic stone, mold earth | burning hands, control flames, fire bolt | shape water, ray of frost, ice knife | gust, shocking grasp,thunderwave |
| 2nd | invisibility, mirror image, misty step | maximilian's earthen grasp | scorching ray | snilloc's snowball swarm | shatter |
| 3rd | blink, haste, major image | meld into stone | fireball | tidal wave | lightning bolt |
| 4th | dimension door, elemental bane, greater invisibility | stoneskin | wall of fire | ice storm | storm sphere |
Earth Style Jutsu
You gain access to Earth based spells.
Fire Style Jutsu
You gain access to Fire based spells.
Lighting Style Jutsu
You gain access to Lighting based spells.
Water Style Jutsu
You gain access to Water based spells.
Taimanin Warding
Starting at 3rd level, when you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Taimanin Warding to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Taimanin Warding. You also gain a bonus to your armor class equal to your Charisma modifier.
Additionally you gain proficiency with Charisma and Wisdom saving throws, you are immune to being possessed and have advantage on Charisma, Intelligence, and Wisdom saving throws against aberrations, celestials, elementals, fey, fiends, and undead.
Yokai Scholar
Starting at 3rd level, you gain expertise in the arcana and religion skills.
Taimanin Weapons
When you reach 3rd level, you gain expertise in two different weapons of your choice and can use your Dexterity modifier for attacks with these weapons. When you finish a long rest you can switch the expertise of these weapons to two other weapons. These weapons are considered magical.
Extra Attack
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your spells in place of one of those attacks.
Improved Taimanin Warding
At 13th level, you become immune to being magically charmed, frightened, stunned, paralyzed, petrified, and magic that would put you to sleep by aberrations, celestials, elementals, fey, fiends, and undead. In addition you are resistant to damage of any spells and magical effects of aberrations, celestials, elementals, fey, fiends, and undead.
Anti-Yokai Magic
At 17th level, all aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on saving throws against your spells and all spells you cast bypass any damage resistances of any aberrations, celestials, elementals, fey, fiends, and undead.
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