Base Class: Rogue
Using hand signs to cast jutsu and their tightened movement, the Hidden Leaf ninjas always have an ace up their sleeve.
Level 3: Small Weapons Proficiency
You're training as a ninja has brought you to mastering small blades. You gain proficiency with daggers when selecting this subclass.
Level 3: Shadow Clone Jutsu
Starting at level 3, you are able to sacrifice any number of dice on your sneak attack damage to create that many shadow clones. These close are copies of you but all damage they deal is halved at the end of the damage calculations and each clone only has 1 hit point. These clones share your initiative and move immediately after you.
Additionaly, if one of your clones is within 5 feet of you when you are attacked, roll a d20 to see if the attack hits you or a clone. On a 1-10, the attack hits you. On an 11-20, select a clone and the clone takes the damage instead.
If you use this ability while already having active clones, the previous clones do not dissappear and last for 1 minute. This time resets upon the level 17 9-Tailed beast transformation. Your clones can also count as allies for sneak attack, but they themselves can not activate sneak attack and are limited to one attack per action.
You may use this ability an amount of times equal to your Dex+PB amount of times. Charges reset on a long rest.
Level 3: Sexy Jutsu
Whenever an ally makes a persuasion check, as a reaction you may enter your Sexy Jutsu to give them a bonus to the check equal to twice your PB.
You can use this ability an amount of time equal to 1+(WIS modifier)+PB each Long Rest.
Level 9: Rasengan
Starting at level 9, once per turn, you can turn an attack into a Rasengan as long as you have at least 2 Shadow Clones within 5 feet of you. The target makes an 18 DEX save on a hit. On a fail, they take 2d10+DEX Thunder damage and are pushed back 15 feet. On a successful save, they take half damage and are not pushed back.
The damage increases to 4d10+(DEX)2 at level 13, then 6d10+(DEX)3 at level 17.
This attack may be used a number of times equal to your PB and charges reset on a long rest.
Level 13: Yellow Flash
When you take the attack action, any number of attacks may be swapped with the Yellow Flash ranged attack. Throw your dagger at an enemy or part of the environment. If you throw it at an enemy, roll an attack roll to hit. If it hits, the impact does 2d8+DEX+PB force damage and you teleport to the creature. If you choose to teleport to the creature, you may take an extra attack as a free action. If thrown at the environment, make an attack roll with a DC of 10+(1 per 10 ft. away) following the range rules of your weapon. On a success, teleport to the selected spot. On a failed save, you lose the attack.
You can do this any number of times per turn, but only up to your level in this class per long rest.
Level 17: 9-Tailed Transformation
As a bonus action, you become the 9 tailed beast for one minute. While in this form, you get the following buffs and attacks:
- Your movement speed doubles.
- Your strength becomes 24 and constitution becomes 22. You heal for 3 Hit Points per level in this class when you enter this transformation.
- Your melee range increases 10 feet.
- You can make 2 adittional attacks per turn.
- You have resistance to all damage except psychic damage.
- Twice during the transformation you can use a tailed beast bomb. It deals 12d10+DEX damage and has a range of 60 feet with a 15 foot sphere explosion.
- Your unarmed attacks become tail swipes that deal 2d10+STR damage per hit. Add your Proficiency and STR to the attack roll.
Your clones also transform but are limited to just using the taile swipe attack on their action. The still only get 1 attack per turn.
You can use this transformation once per long rest.







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