Base Class: Rogue
Through rigorous physical training and intense meditation, you have attuned to the latent natural energies within your body known as Ninki. Those of monastic traditions utilize similar energies to grant themselves strength, agility, and enlightenment; you, however, have tailored those energies specifically to function as an instrument of subterfuge and war, and to power the deadly art known as Ninjutsu. Shinobi are the eyes, ears, and blades of the daimyōs they serve, offering their lives to carry out the orders of their lord. However, not all shinobi are loyal to a ruling entity, some may be wanderers or outcasts, some shinobi might even band together to serve their own interests by playing multiple political entities at once.
Throwing Weapon Expertise
A shinobi is constantly skirting through enemy territory, their weapons must therefore be easily concealed, compact, and deadly.
Starting at 3rd level, you may double the normal and long range of thrown weapons that you are proficient with. Additionally, you may double their damage dice.
At 6th level, attacks made with your throwing weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ninjutsu
When you choose this archetype at 3rd level, you learn Jutsu that are fueled by the energy within your body known as Ninki.
Jutsu. You learn three Jutsu of your choice, which are detailed below. All Jutsu are performed as Bonus Actions unless stated otherwise.
You learn two additional Jutsu of your choice at 9th, 13th, and 17th level. Each time you level up, you can also replace one Jutsu you know with a different one.
Ninki. You have three Ninki points. A Ninki point is expended when you use any Jutsu. You regain all of your expended Ninki points when you finish a short or long rest.
You gain another Ninki point at 9th level and one more at 13th level.
Saving Throws. Some of your Jutsu require your target to make a saving throw to resist the Jutsu’s effects. The saving throw DC is calculated as follows:
Jutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Breath of the Carp
Your control over your own internal organs and the elements is so disciplined that you can even extract oxygen from water. You gain the ability to breathe underwater for 10 minutes. You also gain a swim speed equal to your movement for this duration.
Flame Blossom
You choose a point within 60 feet of you to erupt in searing flame. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, and half as much damage on a successful save.
This range increases to 120 feet and a 20-foot-radius at 9th level.
This damage becomes 8d6 at 17th level.
Fuma Shuriken
You throw an enormous shuriken that cuts through all creatures in a straight line 60 feet long and 5 feet wide that streaks away from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 slashing damage on a failed save, and half as much damage on a successful save. This damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
This range increases to 120 feet long and 10 feet wide at 9th level.
This damage becomes 8d6 at 17th level.
Healing Breath
You clear your mind of all distractions and impurities while taking in a deep breath, channeling your spirit across your wounded body. You may immediately roll one hit die to regain hit points.
You may roll two hit die for every usage of this ability at 17th level.
Lightning Stake
You summon a bolt of lightning that streaks toward a creature you can see within 60 feet of you with deadly precision. This creature immediately takes 5d4 lightning damage. This ability is guaranteed to hit unless the target is under the effect of the Shield spell.
This range increases to 120 feet at 9th level.
This damage becomes 10d4 at 17th level.
Poison Spout
You cause foul water to shoot toward and plague a creature within 60 feet of you. That target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and deals half damage whenever it deals slashing, piercing, or bludgeoning damage with a weapon attack until the start of your next turn.
This range increases to 120 feet at 9th level.
This damage increases to 4d6 at 17th level.
Salted Earth
You transform the surrounding landscape to become toxic to your enemies. A 10-foot-radius sphere that is centered on you when you use this ability is transformed into difficult terrain for 1 minute. Any creature that ends its turn within this sphere takes 1d6 poison damage. You are immune to the effects of this ability. You may place down two Salted Earths and have both active at a time, each usage consumes a Ninki point. Any further usages of this ability will replace the oldest one.
You must hold concentration on this ability like you would a spell. If your concentration is broken, the effect of all active Salted Earths ends immediately.
This radius increases to a 20-foot-radius sphere at 9th level.
This damage increases to 2d6 at 17th level.
Shukuchi
You surround yourself in a thin veil of smoke or mist, harnessing the elements to displace yourself from where you stand. You can teleport up to 30 feet to an unoccupied space that you can see.
Smoke Screen
You are adept at making an escape, and can flee when your position is compromised. You create a 10-foot-radius sphere of smoke that is centered on you when you use this ability, it lasts until the end of your next turn. All creatures (including yourself) are blinded while in the smoke and cannot make opportunity attacks. Any creature that is still inside the smoke when you leave it does not know which direction you fled.
This radius increases to 20 feet at 9th level.
Snap Freeze
You make the air around a creature within 60 feet of you instantly freeze, slowing them to a crawl. That target must make a Constitution saving throw. On a failed save, the target takes 2d6 cold damage and has its movement halved until the start of your next turn.
This range increases to 120 feet at 9th level.
This damage becomes 4d6 at 17th level.
Substitution
You channel your inner Ninki into an acute form of spatial displacement to get allies out of harm's way, or to place enemies in it. As a reaction, choose yourself or a creature within 60 feet of you that you can see, that creature immediately switches positions with another creature within 10 feet of it that you can see. Any creature affected by this ability that is unwilling to be substituted must make a Charisma saving throw. If any creature affected by this ability succeeds their saving throw, this ability fails.
A successful substitution may be used to avoid harmful effects by doing things such as switching the target of an attack, or switching the positions of individuals in or out of an area-of-effect spell. Any further effects and abilities this ability influences is up to your DM's discretion.
Only creatures Large or smaller are affected by this ability.
This range increases to 120 feet at 9th level. Additionally, you can substitute a creature within 20 feet of your target instead of within 10 feet of your target at 9th level.
Taijin
You exert your influence over the minds of the unprepared to have them assist you in your subterfuge. You attempt to charm a non-hostile humanoid you can see within 40 feet. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you for 10 minutes or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.
You must hold concentration on this ability like you would a spell.
Windrunning
You can command the wind around your body to grant you speed and agility, allowing you to traverse terrain that was previously impossible to traverse. For 1 minute, you gain an additional 10 feet of movement, as well as the ability to run across vertical surfaces and liquids so long as you do not stop moving on your turn.
You must hold concentration on this ability like you would a spell.
Kiss of the Viper
At 9th level, you spend a portion of every morning creating volatile concoctions to apply to your weapons for the day. For 1 minute, you can add 1d8 poison or acid damage (your choice) to all of your weapon attacks. You may use this ability three times and regain all expended uses after a long rest.
Potent Ninjutsu
At 9th level, your attunement to your spirit and the manipulation of its Ninki has reached a new harmony. As a result, your Ninjutsu has become even more powerful. You may add your Wisdom modifier to the damage and healing of any of your Jutsu. Additionally, you double the range and radius of any Jutsu that has them.
Shadow Clones
At 13th level, your capabilities have reached a point where you are able to utilize one of the most secretive Ninjutsu techniques. As an Action or Bonus Action, you may summon a shadow clone of yourself for 1 minute. This clone has all of your abilities and equipment, but any magic items you have become mundane for it. Your shadow clones have hit points equal to twice your rogue level, they also share your initiative and follow your orders.
Each shadow clone can make an attack and opportunity attack for you, these attacks may benefit from your Sneak Attack feature (but only if Sneak Attack has not been used yet during this round).
Your shadow clones may also use Jutsu for you. If the Jutsu your clones use requires a bonus action, you must use your bonus action. Similarly, if the Jutsu requires a reaction, you must use your reaction.
If your shadow clone is within 5 feet of you when you are targeted for an attack, you can make the attack target your Shadow Clone instead.
You may have two shadow clones active at a time at 17th level.
You may use this ability twice and regain all expended uses after a long rest.
Ninjutsu Mastery
At 17th level, your control over your spiritual energies has reached its absolute pinnacle. You may double the damage and healing dice of any Jutsu you use. Your Jutsu also deal their normal damage if your enemy is resistant to their damage, and they deal half damage if your enemy is immune to their damage. You may also have an additional Shadow Clone active at once.
If you roll initiative and you have zero Ninki points remaining, you regain two uses.
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Posted Jan 7, 2025Very cool