Rogue
Base Class: Rogue

The art of ninjutsu was born on a nearly unknown archipelago nation as a way to defend the islands against much larger invading forces. Its followers, called ninja, are able to manipulate the energy around them through symbolic hand gestures known as mudra. Through these techniques, ninja are able to unleash a wide array of attacks against their foes, blend into the shadows, and end any conflict decisively, often before their opponents know they are there.

Ninjutsu

3rd-level Ninja feature

At 3rd level you learn the mudra sign 'Ten' which signifies "heaven". At 7th level you learn the mudra sign 'Chi' which signifies "earth", and at 13th level you learn the mudra sign 'Jin' which signifies "man". As an action, you may cast ninjutsu using somatic combinations of ritual hand gestures known as mudra. You may cast ninjutsu a number of times equal to half your rogue level rounded down, and you regain all expended uses when you finish a long rest. You regain 1 ninjutsu usage whenever you land a critical hit.

Ninjutsu Ability
Intelligence is your Ninjutsu ability, since you learn Ninjutsu through studying traditional texts and memorization. You use your intelligence modifier when setting the saving throw DC for a Ninjutsu effects, and when making an attack roll with one.

Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier

Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier

Ninjutsu List - One Mudra Ninjutsu (Granted at 3rd level)

Wind Shuriken. As an action, you perform the hand sign 'Ten', summoning four wind shuriken, which you shoot towards up to four creatures of your choice that you can see within range(60ft.). Each shuriken hits and deals 2d4 slashing damage. The shuriken disappear immediately after hitting the target.

Shadow Clone. As an action, you perform the hand sign 'Jin', creating two visual duplicates of yourself, each within a 5ft. cube adjacent to you. The duplicates share your movement speed, initiative, and can follow commands telepathically. The duplicates can attack the same amount of times per turn as you, but the attacks do no damage and have no impact. The duplicates lasts for a maximum of 1 hour, or until they are destroyed. You can dismiss a duplicate as a bonus action.

The duplicate's AC equals 8 + your Dexterity modifier. If an attack hits the duplicate and deals damage, the duplicate is destroyed. The duplicate can be destroyed only by an attack that hits. It ignores all other damage and effects.

A creature is able to distinguish the duplicate if it relies on senses other than sight, such as blindsight or tremorsense. Additionally, a creature can distinguish the duplicate with a successful Wisdom (Perception) check, with the DC being your Ninjutsu save DC.

Ninjutsu List - Two Mudra Ninjutsu (Granted at 7th level)

Lightning Spear. As an action, you perform the hand signs 'Ten' and 'Chi', bringing down a bolt of lightning onto a target creature you can see within range(60ft.). If the target is carrying or wearing a metal object, you have advantage on the attack roll. The creature takes 3d8 lightning damage on a hit.

This attack's damage increases by 1d8 when you reach 13th level (4d8), and 17th level (5d8).

Inferno. As an action, you perform the hand signs 'Chi' and 'Ten', and you breath out a small stream of fire towards a point you choose within range(60ft.) which then erupts into a controlled blast of raging fire. Each creature within a 10-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much on a successful one.

This attack's damage increases by 1d6 when you reach 13th level (4d6).

Ice Prison. As an action, you perform the hand signs 'Ten' and 'Jin', condensing the cold air into an icy prison around a target creature you can see within range(60ft.). The creature takes 2d6 cold damage on a hit, and must make a Strength saving throw or be restrained by the ice on a failed save. The creature can use its action to break out of the ice with a successful Strength saving throw on its turn.

This attack's damage increases by 1d6 when you reach 13th level (3d6).

Ninjutsu List - Three Mudra Ninjutsu (Granted at 13th level)

Blinding Geyser. As an action, you perform the hand signs 'Ten', 'Chi', and 'Jin', conjuring a blinding geyser of water beneath a target that you can see within range(60ft.). Target creature is blinded until the end of your next turn.

Corrupted Earth. As an action, you perform the hand signs 'Ten', 'Jin', and 'Chi', creating a 10-foot radius circle of corrupted earth on the ground centered on you. Creatures other than yourself take 4d4 necrotic damage for every 5ft. they travel within Doton. When Doton first appears, all creatures other than yourself within the area make a Dexterity saving throw. A creature takes 4d4 necrotic damage on a failed save, and half as much on a successful save. Doton has a duration of 1 minute, or until you dismiss it as a bonus action.

Wind Blessing. As an action, you perform the hand signs 'Jin', 'Ten', and 'Chi', imbuing yourself with wind energy. For 1 minute, your movement speed is doubled, and you gain an additional melee or ranged weapon attack on each of your turns.

Silent Shadow

3rd-level Ninja feature

You gain the ability to blend into shadows, and move around without making a single sound. While in dim light or darkness you have advantage on any Dexterity (Stealth) checks. Additionally, your movements are silent, and creatures which only have blindsight or tremorsense have disadvantage on Wisdom (Perception) checks made to notice you.

Nightfall

9th-level Ninja feature

The agility granted by your ninja training increases greatly. Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed. Additionally, when you fall, you do not take fall damage unless you fall more than 20 feet, and you can use your uncanny dodge when you would take fall damage from greater than 20 feet.

Shrouded Shrike

13th-level Ninja feature

Your attacks against the unsuspecting are quick and deadly. Any creature that cannot see you can be treated as though it is paralyzed for the purposes of any attack rolls you make against that creature.

Umbral Sight

17-th level Ninja feature

Your eyes can cut through the thickest gloom, enabling you to find your way through the shadows. You gain darkvision out to 120 feet if you don't already have it. Additionally, you can use Intelligence instead of Wisdom for Wisdom (Perception) and Wisdom (Insight) checks, and your Intelligence score increases by 2. Your maximum for that score is now 22.

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