Base Class: Rogue
The Shinobi is quick in both body and mind, bringing a versatile arsenal of tools and techniques that help aid them in battle. While skilled at combat, Shinobi are usually trained to make fights end as quickly as they start, either by delivering brutal, quick coup de graces or using simple distractions to slip away before they're caught. More often than not, a Shinobi will rely on various hit and run tactics, wearing and tearing their quarry until they inevitably go in for the kill.
Distracting Throw
Trained in the art of distraction and subterfuge, you've learned how to make use of throwing weapons in unorthodox ways that leave your foes wide open. At 3rd level, you gain the ability to use throwing weapons as effective distractions that increase your lethality.
As a bonus action, you may make an attack with your throwing weapon, dealing half the damage it would normally deal. On a hit, the next melee attack has advantage on the subject. If you are making the attack, it benefits from sneak attack. A subject may only be affected by this distraction once.
Swift Retreat
At 3rd level, you grow adept at moving with the shadows, you've learned how to retreat when things grow too heated. Whenever you take the Disengage action, you are unimpeded by any difficult terrain and move at full speed. Additionally, if you are prone when you take the Disengage action, you may stand up without spending any movement.
To the Shadows
At 9th level, you've learned to make yourself scarce and unseen, even in situations that would otherwise be thought impossible. Whenever you take your Cunning Action, you may teleport a distance up to 30 feet away. However, the location must be dark, dimmed, or at least lightly obscured. You may use stealth to hide even while Lightly Obscured.
You may use this feature once a minute. Additionally; any attack made in the dark is a critical hit.
Escape Routes
At 13th level, you've learned how to effectively escape just about any dangerous situation you're caught in. Whenever you take the disengage action, you temporarily gain a Climbing and Swimming speed equal to your normal movement. Furthermore, when falling, you may slow yourself to a steady glide before landing, reducing any fall damage taken by five times your rogue level.
You may not use this feature while wearing heavy or medium armor.
Flicker
At 17th level, you may escape any danger posed upon you. As a reaction to an attack or grapple, you may attempt a Stealth check against the target's Perception. On a success, you manage to slip away, and become invisible until the start of your turn. You may maintain stealth as a bonus action. If the attack lands, you take damage as normal before flickering, if the grapple lands, you escape the grapple attempt and manage to slip away.
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