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.
Unarmored Movement. Ninjas can move of vertical surfaces or water without falling.
Open-Hand Techniques(DC-17). When using flurry of blows this shinobi inflicts one extra effect.
- Tripping strike - Dexterity saving throw, or knock target prone.
- Pushing strike - Strength saving throw, or push target 15ft.
- Crippling strike - Constitution saving throw, or block the target reactions until the start of the shinobi's next turn.
Wholeness of body (1/LR). As an action the shinobi regains 51hp.
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.
Quivering palm(1/LR). When making an unarmed strike, the shinobi causes lethal vibrations, use next turn to end them causing a Constitution save. On fail the target is reduced to 0hp, on success they take (10d10) necrotic damage.
Multi-attack. The Crimson Lotus Ninja makes two attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 5) bludgeoning damage.
Shuriken/Kunai. Ranged Weapon Attack: +10 to hit, range 20 ft./60 ft., one target. Hit: 6 (1d4 + 5) piercing damage.
Flurry of blows(5/SR). The shiboni makes 2 unarmed strikes.
Patient defense(3/SR). Dodge giving disadvantage on attacks against the shinobi.
Step of the wind(2/SR). Disengage or dash.
Stunning strike(2/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.
Substitution jutsu (3/SR). The ninja trades places with a nearby object, in a sudden high speed movement, in order to avoid damage. Teleport 15ft to an unoccupied location and avoid damage.
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