Alert. The shadow Shinobi can't be suprised, has a +5 bonus to initiative, and creatures can't attack the shinobi with advantage as a result of being unseen by the shinobi.
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.
Assassinate. During its first turn, the shinobi has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the shinobi scores against a surprised creature is a critical hit. (4d6) suprise damage.
Unarmored Movement. Ninjas can move of vertical surfaces or water without falling.
Evasion. When a ninja makes a dexterity saving throw they take only half damage, or no damage from a success.
Cloak of shdows. As an action, when in dim light or darkness, the shinobi becomes invisible, until attacking, spell casting, or stepping into bright light.
Swift Strikes. The shinobi makes two ranged attacks or a single chain-sickle strike.
Wakizashi. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) slashing damage.
Shuriken/Kunai. Ranged Weapon Attack: +11 to hit, range 20 ft./60 ft., one target. Hit: 6 (1d4 + 5) piercing damage.
Shadow Step Jutsu. When in dim light, or darkness, teleport up to 60ft into another area of dim light or darkness. When the shinobi does this it gains advantage to attack its next target.
Opportunistic Striker. Trigger: An ally of the shinobi within 60ft is hit by an melee attack. Response: The Shinobi makes a ranged attack against the attacker.
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