Base Class: Rogue
Your mastery of stealth and deception and intense training give you access to secret ninjutsu techniques.
Ninjustu Techniques
When you choose this subclass at 3 level you gain access to a set of Ninjutsu Techniques which can be use to enhance your fighting style.
You have a pool of special dice called Ninjustu Dice. You have 1 dice per Intelligence Modifier (minimum of 1) to use and each is a d8. You regain expended dice on a long rest.
If the technique requires a save use DC (8+proficiency+intelligence modifier).
Ninjustu list
Cicada: while grappled or restrained. when you roll to break free, roll a Ninjutsu Dice. if the check is a success you may teleport to a space within 10ft.
Smokescreen: As a action you can create an area of heavily obscured smoke within 30ft. The smoke is contained in a 15ft sphere.
Decoy: As an action you can create a clone of yourself, this duplicate has hp equal to 1 roll of your Ninjutsu Dice. You become invisible. The Clone disappears when it hp hits 0, when you move more than 30 ft away from it or after 1 minute. When the clone disappears you become visible again. You also lose the invisibility if you attack, cast a spell or cause an enemy to roll a saving throw.
Deflect: As a reaction, if a target rolls a ranged attack within 30ft of you can roll one of your ninjutsu dice and take that score away from their roll to hit.
Flash bang: All creatures within 30ft of you must make a constitution saving throw, roll 1 Ninjustu dice take that away from all targets saving throws. On a failed save they are Blinded until the end of your next turn.
Shadowbind: When you make a melee attack roll 1 ninjutsu die, add it you your hit roll. If this attack hits the target becomes stunned until the end of its next turn.
Corrosive Dust: as an action You blow a 15ft cone of corrosive dust. Each target in the cone must roll a constitution saving throw. On a fail they take 1 roll of your Ninjutsu Dice acid damage, and the same number rolled creatures become blinded.
Twin strike: If you made a successful attack with sneak attack to one creature within 5ft of you, and there is another enemy creature within 5ft of you. That creature makes a dexterity save, on a fail You can do damage to that creature equal to one roll of your ninjutsu die + the same sneak attack damage you rolled against the first creature.
Turning attack: If you make a ranged attack you can throw/fire your weapon in one direction, Your weapon is then able to bend or turn up to 90* in any direction and it will travel on to its target. The weapon/ammunition can't travel beyond the weapons max range. then roll your Ninjutsu Dice adding it to the hit score. (you will still have disadvantage if you cant see around the corner) Ie throw a shiruken 10ft down a corridor it can then turn around the corner and continue for another 10ft striking a goblin.
Secret weapons: When you make a slight of hand check to conceal a weapon you may add one roll of your Ninjutsu Dice to the roll. If successful and if you need to make an attack against a target that checked you for weapons within 5 minutes, then you have advantage on the attack.
Water and Shadows
At 9th level, you master blending into the shadows unseen, but your home in the shadows means none can use it to hide from you.
While in areas of dim light and darkness you are invisible. You gain blindsight to 30ft.
You gain the ability to stand and walk across water. Fast moving water counts as difficult terrain. While you are Conscious you can stop moving and stay in place but it requires concentration to maintain. The Dc for the concentration check is 12.
Double Jump
At 13th level when you jump and take the dash action you can jump a second time even if there is no surface to jump off of. Also if you start your turn in mid air and cant fly you can make a dexterity check dc set by your dm, on a success you can move half your walking speed in a direction of your choice. If you land at the end of your movement you take no fall damage.
You gain the ability to run up vertical surfaces and even upside down. While you are Conscious you can stop moving and stay in place but it requires concentration to maintain. The Dc for the concentration check is 12
Espionage, Assassins and Saboteurs
At 17 level you can choose one of the following three specialties.
Espionage: by watching a creature for 1 minute you can become a perfect replication of them. You are able to perfectly mimic their voice and mannerisms. If you have a disguise kit, your appearance is a perfect replication. All insight checks into who you are automatically fail. However you do not have the knowledge of that person and psychic creatures who probe your mind. Also True sight cant see through this as it is not an illusion.
Assassin: Once per short rest when you activate your sneak attack, on a enemy who doesn't know you are there. The target makes a Constitution saving throw, the dc is your level in this class. On a fail they drop to 0 hit points, on a success they take your normal sneak attack damage.
Saboteur: Once per short rest, when you are within 5ft of an object. That object is either destroyed or unusable.
Assassin
Once per short rest when you activate your sneak attack, on a enemy who doesn't know you are there. The target makes a Constitution saving throw, the dc is your level in this class. On a fail they drop to 0hp, on a success they take your normal sneak attack damage.
Espionage
by watching a creature for 1 minute you can become a perfect replication of them. You are able to perfectly mimic their voice and mannerisms. If you have a disguise kit, your appearance is a perfect replication. All insight checks into who you are automatically fail. However you do not have the knowledge of that person and psychic creatures who probe your mind. Also True sight cant see through this as it is not an illusion.
Saboteur
Once per short rest, when you are within 5ft of an object. That object is either destroyed or unusable.
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Posted Oct 1, 2021nice.