Athlete. Standing from prone only uses 5ft of movement. Climbing cost no extra movement. Ninjas can make a long or high jump with only 5ft of movement before hand.
Way of Harm or Healing. Sun Shinobi can cause their sun bolts to heal their allies.
Unarmored Movement. Ninjas can move of vertical surfaces or water without falling.
Sun Burst (1/LR/DC-18). Craete a 20ft radius explosion of radiant energy within 150ft of the shinobi. It deals 6d6+5 radiant damage.
Evasion + Slow-fall. When a ninja makes a dexterity saving throw they take only half damage, or no damage from a success. Fall damage is reduced by 60hp.
Multi-attack. The Crimson Lotus Ninja makes two attacks or four sun bolts.
Wakizashi. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Dark Sun Bolt. Ranged Spell Attack: +10 to hit, range 30ft., 1-4 targets. Hit: 9 (1d10 + 5) necrotic damage OR healing.
Patient defense(3/SR). Dodge giving disadvantage on attacks against the shinobi.
Step of the wind(2/SR). Disengage or dash.
Stunning strike(1/LR). Stun the target with a melee strike Con save DC 17.
Deflect missiles. As a reaction the ninja catches any ranged attacks reducing damage by (1d10+25). If the damage is reduced to zero, spend 1ki point to fire it back as part of that reaction. If it hits it deals 1 martial arts die + the ninjas Dexterity modifier.
Sun Shield. As a reaction to taking damage, radiant energy flairs from the shinobi dealing 10 radiant damage to the attacker if they are within 5ft.
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