Monk
Base Class: Monk

Shinobi No Mono

Level 3: Shinobi Arts

Genjustsu - You can add 1d4 Psychic damage to weapon strikes, or convert unarmed damage to Psychic damage plus your DEX modifier.

Ninjutsu - You can add 1d4 Radiant damage to weapon strikes or convert unarmed damage to Radiant damage plus your DEX modifier.

Taijutsu - You can add 1d4 Force damage to weapon strikes or convert unarmed damage to Force damage plus your DEX modifier. This stacks with the base class feature Empowered Strikes.

Fluidity - The Shinobi no Mono has a climbing speed of 30ft. The Shinobi no Mono takes no fall damage from a height of 30ft or less. 

Bombs - As a Bonus Action, the Shinobi no Mono can throw 3 types of bombs. Only one bomb can be thrown per turn. Each bomb costs 2 Focus Points to throw. If used after Flurry of Blows, bomb throwing costs 1 Focus point. The first is a smoke bomb that heavily obscures a 20ft cube for 2 rounds with heavy fog. The fog dissipates after the end of the second round and the Shinobi no Mono can see in it. The second is a flashbang bomb that provokes a Dexterity save for all creatures within 10ft cube (save the Shinobi no Mono) and they become blind for 2 rounds if they fail the save. The third is a shrapnel bomb that causes 2d4 piercing damage, halves movement speed for 2 rounds, and does 2d4 piercing damage for the next 2 rounds to all creatures within a 10ft cube. 

Level 6: Enhanced Shinobi Arts

Genjutsu - The damage increases 1d6 Psychic on weapon strikes and the target must make a WIS save or be charmed for 2 rounds when using Flurry of Blows. 

Ninjutsu - The damage increases to 1d6 Radiant and the target must make an DEX save or be frightened for 2 rounds when using Flurry of Blows. Undead are automatically frightened when attacked this way.

Taijutsu - The damage increases to 1d6 Force and the target must make a STR save or be knocked prone for 2 rounds when using Flurry of Blows. If the target does not remain prone for 2 rounds, but chooses to get up earlier, then it provokes an Opportunity Attack.

Fluidity - The Shinobi no Mono has a climbing speed of 60ft and takes no fall damage from a height of 60ft or less. The Shinobi no Mono gains a swim speed of 40ft.

Bombs - The effects of the bombs now last for 3 rounds instead of 2. 

Spatial Distortion Strike - The Shinobi no Mono can convert all melee attacks to ranged attacks with a maximum range of 30ft. All Shinobi Arts can apply at this range. 

 

Level 11: Completed Shinobi Arts 

Genjutsu - The damage increase to 1d8 Psychic Damage and the Charmed condition lasts for 3 rounds. Add your DEX modifier twice when applying Unarmed Damage.

Ninjutsu - The damage increases to 1d8 Radiant Damage and the Frightened condition lasts for 3 rounds. Undead attacked this way become Paralyzed for 1 round. Add your DEX modifier twice when applying Unarmed Damage.

Taijutsu - The damage increases to 1d8 Force and the target is knocked Prone for 3 rounds. Add your DEX modifier twice when applying Unarmed damage.

Fluidity - The Shinobi no Mono has a climb speed of 120ft and takes no fall damage when falling from 200ft or less. The Shinobi no Mono gains a swim speed of 80ft.

Bombs - After Flurry of Blows has been activated, tossing bombs no longer costs Focus points and 2 bombs can be tossed at once. 

Spatial Distortion Movement - The Shinobi no Mono can teleport up to 60ft, can do so as a reaction, and if teleporting directly above an enemy as a result of a reaction,  adds an additional 3d12 of either Psychic, Radiation, or Force Damage (your choice) plus half the fall damage an enemy would have taken if it fell from 60ft (3d6 bludgeoning) to any enemy within 10ft. Enemies that can fly do not take the added fall damage but are considered restrained and can no longer hover. This ability can be used as many times as your DEX modifier (minimum of 1) and is recharged on a long rest.

 

Level 17: Death Strike - The target must succeed on an INT saving throw or take 4d8 Psychic, 4d8 Radiant, and 4d8 Force damage and become blind, frightened, and paralyzed for 4 rounds. On a successful save, the target is knocked prone, takes half damage, and is slowed. If Death Strike used after a successful a Stunning Strike, it is an automatic critical hit. If Death Strike is used after paralysis is already applied, the target will die. It costs 3 Focus Points to use this ability. It takes an action to use Death Strike. 

Level 3: Shinobi Arts - Melee

Whenever you hit a creature with an attack, you can impose one of the following effects on that target.

Genjutsu. Add 1d4 Psychic damage to a Monk Weapon or convert Unarmed Damage to Psychic damage and add the WIS modifier. 

Ninjutsu. Add 1d4 Radiant damage to a Monk Weapon or convert Unarmed Damage to Radiant damage and add the WIS modifier.

Taijutsu. Add 1d4 Force damage to a Monk Weapon or convert Unarmed Damage to Force damage and add the WIS modifier. This damage stacks with Empowered Strikes.

Level 3: Shinobi Arts - Bombs

You gain the ability to toss bombs. It costs 2 Focus points. If used alongside Flurry of Blows, it costs 1 Focus point. As a Bonus Action, you can roll you can throw out 1 of 3 types of bombs: A Smoke Bomb, a Flashbang bomb, or a Shrapnel bomb. You regain a number of Hit Points equal to the number rolled plus your Dexterity modifier (minimum of 1). The Shinobi no Mono is immune to the effects of the bombs. Only one bomb can be thrown per round. 

Smoke Bomb: Create a heavy fog for 2 rounds in a 20ft sphere. The fog heavily obscures the area and dissipates after 2 rounds. 

Flashbang Bomb: Create a bright flash that blinds creatures for 2 rounds on a failed CON save for all creatures in a 10ft cube. 

Shrapnel Bomb: Create an explosion that causes 2d4 damage for all creatures in a 10ft cube and halves movement speed for 2 rounds. This damage repeats for 2 additional rounds.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Shinobi Arts - Fluidity

The Shinobi no Mono is skilled in the art of three dimensional movement. As a result, the Shinobi no Mono learns to climb to and fall from increasingly higher heights and takes no damage in the process. 

Level 6: Spatial Distortion Strike

A well-trained Shinobi no Mono can attack from multiple angles. Therefore, they are able to convert their melee attacks into ranged attacks without suffering the penalties and drawbacks of using a ranged weapon. The maximum reach for this ability is 30ft.

Spatial Distortion Movement

The Shinobi no Mono can teleport up to 60ft, can do so as a reaction, and if teleporting directly above an enemy as a result of a reaction, strikes and adds an additional 3d12 of either Psychic, Radiation, or Force Damage (your choice) plus half the fall damage an enemy would have taken if it fell from 60ft (3d6 bludgeoning) to any enemy within 10ft. Enemies that can fly do not take the added fall damage but are considered restrained and can no longer hover. This ability can be used as many times as your DEX modifier (minimum of 1) and is recharged on a long rest.

Level 17: Death Strike

You gain the ability to utilize the widely feared Death Strike. This is a highly specialized technique that is only taught to the best Shinobis. You attack a creature with a melee attack or Spatial Distortion Attack. The creature must make an INT save (DC 17) or take 4d8 Psychic, 4d8 Radiant, and 4d8 Force damage on a failed save. In addition, the struck creature is Blinded, Frightened, and Paralyzed for 4 rounds. Creatures immune to these conditions still take the damage. Resistance is ignored for these damage types. On a successful INT save, the creature takes half damage, and is knocked Prone and Slowed. If the creatures is Stunned due to Stunning Strike, the Death Strike is an automatic critical hit. If the creature is already Paralyzed when hit with Death Strike, the creature dies.

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