Base Class: Rogue
In the halls of Bast, hidden in the northernmost regions of the Gaping Maw, lies a temple dedicated to the Mistress of the Shadows. These halls are the location of the legendary clan of Pirate Ninjas, a somewhat silly-sounding group of marauders who specialize in stealth and the world's various elements. In the land of Einess, they are known as the reapers of the high seas, slaughtering entire ships with nothing but 3 honed clansmen and a small, camouflaged rowboat. Victorious assassinations usually mean that the ship you worked so hard on getting will be sold or dismantled for parts.
Of the various ninjas, the Ninja of the Smoke is the ninja who specializes in utilizing smoke and fire. They gain proficiency in Alchemists kits early on and can get a bonus while searching for materials. At later levels, they learn how to manipulate the smoke to cause troubles for enemies or for a defencive push, giving them an edge in combat.. Once they have mastered their respective elements, the Ninja of the Smog fully controls their own techniques, allowing them to become the very element they control.
Spark of Magic
Starting at 3rd level, your dangerous, explosive style of stealth gives you the ability to manipulate the power of fire with your body's chakra. You can cast the spell Prestidigitation as a cantrip at will. If you already have the spell Prestidigitation, you instead increase its range by 30 feet, and if you are creating illusory smoke or lighting small fires with this spell, you are freely able to manipulate the colors, light medium campfires, or make 10 cubic feet of smoke.
Powdery Works
When you choose this archetype at 3rd level, you gain the ability to craft items, gaining proficiency in Alchemists tools. While you have an Alchemist's kit, you can craft smoke pellets that can be used by you or anyone with proficiency in throwing weapons. You can craft an amount equal to your proficiency modifier per long rest. These pellets act like Smoke Grenades, and you are able to craft these items with 15gp, and at least 7gp of these materials must be charcoal.
Explosive Design
Starting at 9th level, you have advantage on stealth rolls if you are completely covered in smoke. Smoke created through your Prestidigitation counts, but they might be able to detect your casting the spell if you are close enough. Additionally, at the start of combat, if you have at least one smoke pellet, you can immediately toss a single smoke pellet into the battlefield.
Concentrated Powder
By 13th level, your skills with the Smoke have grown Exponentially. You can sacrifice one of your Smoke Pellets when you disengage. By doing so, you can retreat an additional 10 feet away, even if you are out of movement speed, and do not take Opportunity attacks from enemies, even if they have abilities like Sentinel.
In addition, you can plant smoke bombs on your foe's body. You need to make a Sleight of Hand check vs their Perception. If failed, then at the start of their next turn, the smoke pellet detonates on their person. They take disadvantage on Attacks, Stealth, and Acrobatic rolls until they spend an action to remove the pellet from their body.
Master of Smoke
When you reach 17th level, you have the ability to control the very aspect of Smoke itself. While you are in smoke, you gain a pseudo-gaseous form, and can manipulate yourself from within it's wispy grasp. You gain the following abilities:
-When you are within cloud, you can use your bonus action to teleport to a different patch of smoke within 60 feet of you.
-Your body's energies attune to your element, giving your mere presence a warm aura of heat. Whenever a creature within 5 feet of you hits you with a melee attack, you can use your reaction to erupt yourself in smoke, allowing you to teleport 10 feet away without invoking opportunities of attack. This does not nullify damage.
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