Ninja Technique: Ninjutsu, Jonin Image
Prerequisite: Dexterity 14 Level 16
 

You have mastered your skills within the hidden knowledge of Ninja Techniques: Ninjutsu. As a Jonin, you gain the following:

Ninjutsu. You learn 3 cantrips from the wizard spell list. Additionally, you gain one spell of 4th level or lower, you may cast this spell once without expending a spell slot. Dexterity is your spellcasting modifier for these spells, and your spellcasting DC is equal to 8 + proficiency + dexterity modifier. Casting spells granted by this feat only requires somatic components; you need both hands to perform these somatic components (booming blade, green flame blade, and similar spells don't require these somatic components). When you gain a level, you may replace one spell gained by this feature. When you move to the next rank, you may replace all spells gained by this feature.

Your training has give you +4 bonuses to all Dexterity-based skills checks.

Chakra steps. You gain the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground, as well as the ability to move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. As a bonus action to pass from a liquid's surface into the liquid itself and vice versa. Additionally, you gain a climb speed equal to your walk speed. 

Ninjutsu Points.  You have 7 ninjitsu points per long rest. You may consume 1 ninjitsu point to gain one of the following effects:

  • As a bonus action, you cause a single target spell that doesn't have a range of self to target afflict the target again. You must roll to hit or repeat any applicable saving throws.
  • As an action or reaction, you may teleport a willing creature, within 60ft of you, up to 90 feet in any direction into an unoccupied space. When you do, you leave a log of wood, a puff of smoke, or a small animal (that immediately scampers off) in the creature's original position. If used as a reaction, the creature makes a Dexterity saving throw DC 10 or it takes half of the damage. 
  • As an action, you may summon a shadow clone. This shadow clone acts as if created by Find familiar, but only has 1 HP and your AC. The shadow clone is an identical replica of you, including your equipment. It shares all of your consumable resources with you (including potions, spell slots, item charges, etc.). It has all your memories at the time of its creation. When it dies, you gain all of its knowledge regardless of distance or plane. Shadow clones have no soul.
  • You may cast disguise self
  • As a bonus action, you may dash and are invisible until you stop moving. You may choose to leave a puff of smoke when you take this bonus action.
  • You may cast Conjure Woodland Beings
  • You may cast Hunter's Mark
  • [4 Ninjutsu points] Legendary Resistance: If you fail a saving throw, you can choose to succeed instead.

Design note: this feat is meant to replace the lower ranked versions. 
Jonin>Chunin>Genin

 

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Ninja Technique: Ninjutsu, Jonin Image

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