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. 

 

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 Ki Points to throw. If used after Flurry of Blows, bomb throwing costs 1 Ki 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. 

Ethereal Jaunt - Twice per long rest, the Shinobi no Mono can use the Ethereal Jaunt ability. It functions the same way for the Shinobi no Mono as it does for creatures, such as the Phase Spider. 

 

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 Ki 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.

 Ethereal Jaunt - Uses increases to 5 times per long rest. 

Level 17: Death Strike and Ghostform

 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. 

Ghostform - The Shinobi no Mono has mastered the Shinobi Arts to such a degree that they can exist in their Ghostform. Once per long rest, the Shinobi no Mono may expend all of their Ki points to become incorporeal. In such a state, the Shinobi no Mono is immune to all nonmagical attacks, is restricted from attacking with nonmagical Monk weapons, immune to critical hits and Blindness, Frightened, Restrained, Paralyzed, or Grappled conditions. The Shinobi no Mono may pass through solid objects, water as easily as air, takes no fall damage, and halves the damage from all attacks, save Force attacks, from attacks made from the Corporeal plane. 

Shinobi Arts - Melee

Starting when you choose this tradition at 3rd level, you can manipulate your ki. Whenever you hit a creature, you can impose one of the following effects on that target:

  • Genjutsu - Add 1d4 Psychic damage to Monk weapon strikes or convert Unarmed damage to Psychic damage and add the Dexterity modifier.
  • Ninjutsu - Add 1d4 Radiant damage to Monk weapon strikes or convert Unarmed damage to Radiant damage and add the Dexterity modifier.
  • Taijutsu - Add 1d4 Force damage to Monk weapon strikes or convert Unarmed damage to Force damage and add the Dexterity modifier. 

Shinobi Arts - Fluidity

The Shinobi no Mono has mastered the arts of movement and grace. Starting at level 3, the Shinobi no Mono imbues their body with Ki such that they can climb 30ft and can fall from a height of 30ft and take no Fall damage. 

Shinobi Arts - Bomb

The Shinobi no Mono utilizes various bombs to effect the battlefield. 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 Ki Points to throw. If used directly after Flurry of Blows on the same Bonus Action, 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. 

Spatial Distortion Strike

At 6th level, the Shinobi no Mono uses can use their Ki to extend the range of their strikes to 30ft. All Shinobi Arts are applicable at this range and no penalty is incurred by the Shinobi no Mono with respect to disadvantage due to other enemies within 5ft of them.

Ethereal Jaunt

The Shinobi no Mono begins to understand the Ethereal Plane and its potential in their work. As a result, the Shinobi no Mono sought out Phase Spiders in order to study them. As a result, the Shinobi no Mono can use the Ethereal Jaunt ability twice per long rest. 

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.

Ghostform

The Shinobi no Mono has mastered the Shinobi Arts to such a degree that they can exist in their Ghostform. Once per long rest, the Shinobi no Mono may expend all of their Ki points to become incorporeal. In such a state, the Shinobi no Mono is immune to all nonmagical attacks, is restricted from attacking with nonmagical Monk weapons, immune to critical hits and the Blindness, Frightened, Restrained, Paralyzed, or Grappled conditions. The Shinobi no Mono may pass through solid objects, water as easily as air, takes no fall damage, and halves the damage from all attacks, save Force attacks, from attacks made from the Corporeal plane. They sustain normal damage from creatures on the Ethereal Plane and can also see Invisible creatures as well as creatures that exist on or have teleported to the Ethereal Plane. 

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. It costs 3 Ki points. You attack a creature with a melee attack or Spatial Distortion Attack. The creature must make an Intelligence 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 Intelligence 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.

Comments

Posts Quoted:
Reply
Clear All Quotes