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.
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.
Summon Stand (1/LR). Astral self, arms, body, visage are awakened for 10mins. The shinobi attack 3 times with the extra attack feature using their stand's arms.
Multi-attack. The Crimson Lotus Ninja makes three attacks, plus flurry of blows.
Stand Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) force damage.
Shuriken/Kunai. Ranged Weapon Attack: +8 to hit, range 20 ft./60 ft., one target. Hit: 6 (1d4 + 3) piercing damage.
Flurry of blows(5/SR). The shinobi makes 3 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(1/LR). Stun the target with a melee strike Con save DC 18.
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.
Deflect energy. When taking acid, cold, fire, force, lightning or thunder damage the shinobi uses their stand to defend, reducing the damage by (1d10+ 6) damage.
Comments