Rogue
Base Class: Rogue

You are a shadowy killer, a master of infiltration, sabotage, and assassination. Using a wide variety of weapons, practiced skills, and mystical powers, there is no obstacle you cannot overcome.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit, and the following weapons: katana, kusarigama, kunai, nunchaku, sai, siangham, shuriken and wakizashi.

Ki Pool

Starting at 3rd level, you gain a pool of ki points. You have a number of ki points equal to half your level (minimum 1). Unless otherwise specified, you can only spend 1 ki point per round. Ki points can be used to accomplish amazing feats, as well as some basic ones.

Ninja Tricks

Starting at 3rd level, you learn tricks that allow you to bamboozle your foes with mystical showings of your skill, honed through extraordinary focus and dedication. You learn one ninja trick at 3rd level, and one new ninja trick for every odd level after that. You cannot select the same trick more than once. Ninja Tricks that interact with your Sneak Attack are marked with an asterisk and cannot stack with each other; You must choose which one to apply before the attack roll is made.

Accelerate

When you take Disengage as your Cunning Action, your movement is increased by 30 feet and your AC is increased by 1. This effect lasts until the end of your next turn. Using this Ninja Trick costs 1 ki point.

Acrobatic Master

At half your normal movement, you can walk along vertical surfaces or across horizontal surfaces while upside-down, such as walls and ceilings. You may end your turn on these spaces. This is a Concentration effect, and on a failure, you will fall off of your perch. This Ninja Trick costs no Ki points to use or maintain.

Bleeding Attack

Living opponents damaged by sneak attack also take bleeding damage. This Ninja Trick is passive and requires no Ki Points to use.

Blood Debt

When you are targeted for an attack, as a reaction, you can spend one ki point, and then select one willing ally. That ally takes any damage you would have taken instead.

Choking Bomb

Any poison damage you deal with a Poison Bomb is doubled.

Darkvision

Spend 1 ki point to gain Darkvision 60 feet for 1 hour.

Deadly Range

After landing a successful attack, you can spend 1 ki point to increase the range of dealing sneak attack damage by 10 feet.

Deflect Arrows

Once per round when you would normally be hit by a ranged attack from a weapon, you may, as a reaction, spend 1 Ki point, to catch the projectile mid-air and take no damage from it. You must have one free hand, be aware of the attack, and not flat-footed. You cannot catch unusually massive ranged attacks such as a boulder or a ballista bolt.

Fast Stealth

When using the Ninja Focus ability, you may spend 1 Ki Point move up to twice your speed instead of half. This speed increase lasts until the beginning of your next turn.

Flurry of Stars

Spend 1 ki point to throw 2 shuriken on your turn. Make two attack rolls, as a bonus action. These shuriken can attack the same or different targets.

Flurry of Stars

A ninja with this trick gains the following passive benefit: they can make the extra attack provided by Two-Weapon Fighting when attacking with shuriken. Additionally, the ninja can spend 1 ki point to throw an additional shuriken as a free action, but only if they have already thrown two shuriken in the same turn.

Greater Ki

Your maximum ki pool increases by an amount equal to your Intelligence modifier.

Herbal Compound

You can spend 1 ki point to smoke, eat, or inject an herbal compound to strengthen your mind. You take a -1 penalty to AC but gain advantage on Wisdom saves for 10 minutes per ninja level.

Hidden Weapons

Add your ninja level to checks to conceal a weapon. You can draw hidden weapons as a free action. This Ninja Trick costs no Ki Points to use or maintain.

High Jumper

The DC for any high jumps you attempt becomes half of what it normally is. This Ninja Trick is passive and does not consume any Ki Points.

Kamikaze

As a free action, spend 1 ki point. On each successful attack for 1 minute, the target takes an extra 2d6 damage, and you take 1d6 damage. If this damage against you is reduced or negated by any means, the extra damage against the target is also negated. You can choose to let this ability damage you, ignoring other effects that would stop it.

Ki Block

Any opponent damaged by your sneak attack cannot spend ki points for 3d4 rounds.

Ki Charge

You can spend 1 ki point to imbue a thrown weapon with your ki. If the thrown weapon hits, it does 1d6 extra damage for every two ninja levels you have (maximum 5d6). You must use this ability before the attack roll is made.

Ki Recovery

At the end of an encounter, you regain 1 ki point spent during that encounter. You must have at least 1 ki point remaining to use this Ninja Trick, but it does not cost any Ki Points.

Ki Venom

By spending 1 ki point, you may use an action to create Ki Venom. You cannot perform any other actions during the turn you create this poison.

The poison lasts for 24 hours before becoming inert. The poison deals either Strength or Dexterity damage, chosen when the venom is created. The ninja can spend additional ki as part of the process of creating the ki venom to improve the venom in one or more of the following ways: spend 1 ki point to increase the damage die to a d6, spend 1 ki point to change the ability damage dealt to Intelligence, Wisdom, or Charisma damage, or spend 1 ki point to increase the number of saves required to cure the poison by 1.

Master of Shadows

A ninja with this trick can aid its allies in picking silent paths to tread and darker shadows to crouch within. As a bonus action, the Ninja can spend 1 ki point to allow allies moving at no more than half their move rate to use its Stealth bonus, rather than their own, for a single Stealth check. Allies with armor or circumstance penalties to their bonus apply those penalties to the ninja’s bonus when they make their checks.

Poison Bomb

Whenever a ninja with this trick throws a smoke bomb, they can decide to include 1 dose of any inhaled poison they possess. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. The ninja must acquire the poison normally.

Poison Master

A ninja with this trick can coat any of their weapons in poison as a free action. The poison must be acquired normally. This costs no ki points to use or maintain.

Pressure Points

A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, they also deal 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Medicine check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Medicine check.

Rogue Trait

A ninja with this trick is particularly in touch with its roots, and is able to replicate one of the unique abilities of other rogues.

Shadow Clone

Spend 1 ki point to create 1d4 shadowy duplicates to obscure your true location. The clones remain in your space and move with you, mimicking your movements, sounds, and actions exactly. For each attack that hits you, roll a separate d20. If the result is 5 or more, your clone takes the hit instead of you. The clones have 1hp each and deal no damage. The number of clones you can summon increases by 1d4 at 6th, 12th and 18th level.

Slow Metabolism

You can hold your breath for twice as long. If you are poisoned, the time between saving throws is doubled. 

Slow Reactions

Any opponents damaged by your sneak attack are considered flat-footed for 1 round. This Ninja Trick is passive and costs no ki points to use or maintain.

Smoke Bomb

This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on themselves, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.

Strangle

When attempting to suffocate a target that is unaware of you, you can spend 1 ki point to add half of your Sneak Dice to the damage done in the first round. The target has disadvantage on trying to break free from the stranglehold.

Undetected Sabotage

Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, they can make a Stealth check with a bonus equal to their level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless they beats the ninja’s check with an opposed Perception skill check. This Ninja Trick is passive and requires no Ki Points to use or maintain.

Vanishing Trick

As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Ventriloquism

As an action, the ninja can throw her voice as if using the spell ventriloquism. It  can use this ability for 1 minute per ninja level. Each use of this ability uses up 1 ki point.

Wasp's Sting

When attacking a creature that is not aware of you, you can spend a ki point to ignore all of that creature's DR. Once attacked in this manner, the targeted creature becomes immune to this ability for 24 hours.

Ninja Focus

At 9th level, you have advantage on a Stealth checks if you move no more than half your speed on the same turn. Once per long rest, if you use Sneak Attack on a target that is not aware of you while you have advantage on Stealth checks, you gain 1 ki on a sucessful hit.

Unwavering Mind

At 13th level, you are immune to all fear effects. In addition, you gain the ability to climb faster than normal. Climbing no longer costs you extra movement. If you have the Acrobatic Master ninja trick, you may now move up to your full speed.

Universal Balance

At 17th level, as an action, you can move move up to twice your speed, ignoring difficult terrain. While moving in this way, any horizontal surface will support you, no matter how much you weigh. You do not take damage from surfaces or hazards that react to being touched. You do not activate trip wires or mechanical traps. You cannot fall, and automatically succeed every Acrobatics check required of you, so long as you move horizontally. You must end your movement on a surface that can support you normally. This ability does not stack with Cunning Action. Surfaces you can tread without issue include water, lava, narrow tree branches, caltrops, ball bearings, minefields and clotheslines.

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