Base Class: Monk
Those who follow the Way of the Shinobi walk a path wreathed in shadow, they serve as spies or assassins, always unknown they can strike a target having never been seen. But it is more than just stealth that gives these warriors their reputation, rumours abound that Shinobi control the very shadows themselves through manipulation of an art called ninjutsu. The can appear and disappear in puff of smoke or through the darkness itself, they carry strange tools, some explosive, others designed to alter the ninja's appearance. They are known to use virulent poisons that can cause incredible damage by barely causing a scratch.
These warriors may at first glance appear like solitary creatures, but that is far from the case, they serve houses. Dynasties going back to ancient times each with their own secrets and techniques. The names of these great houses are shrouded in mystery for each is an enigma, wrapped in a puzzle hidden within a question. It is known that great sums of gold or even greater wonders are required to retain the services of these clans and should anyone reveal their existence beyond rumour or hear say they will meet a terrible end. No castle, no guards, no door, no locks, no wards are strong enough to deter a shinobi whose target has been marked for death.
Outside of their own organisations many shinobi can be found serving in cities as merchants or diplomats using these identities to cover their more illicit activities. Others still take up a life of adventure. While they remain in contact with their house should the need arise, a like on the road gives many the opportunity to increase their skills and should they need to perform a task for their own, well they are never in one place long enough to raise suspicions.
The Shadowed Path
Those who adopt the Way of the Shinobi embrace the shadows. They use them to their advantage moving between them seemingly disappearing and reappearing at will. You gain darkvision out to 120ft as the shadows embrace you. as one of their own. You also begin to train in the tools of the ninja; poisons, explosives, misdirection and assassination. You learn to use the Ninjato, the small straight sword with a chiselled tip synonymous with the craft that deals damage equal to a roll of your martial arts die+ your dexterity modifier. The Kusarigama a sickle with a weighted chain attached it has two methods of attack the heavy weight which deals 1d8+ dexterity modifier and has a reach of 10ft and the sickle that deals damage equal to a roll of your martial arts die+ your dexterity modifier. The kunai, small light weight daggers that deals damage equal to a roll of your martial arts die+ your dexterity modifier and the blowgun the perfect weapon for silently delivering toxins and poisons to your enemy.
Each Weapon allows certain abilities fuelled by your Ninjutsu (ki).
Ninjato.
The Ninjato is designed for close quarters combat deals damage equal to a roll of your martial arts die+ your dexterity modifier.. When you make an attack with the Ninjato you can make a second attack as a bonus action. You can also spend a Ninjutsu point to make a series of quick strikes with the blade. As a bonus action you can attack twice.
Kusarigama.
The Kusarigama is a weapon often overlooked when searched by guards or military forces as unassembled it resembles little more than a grain sickle and a piece of chain. If you are searched for weapons the creature performing the search must pass a save DC = 8 + your proficiency bonus + your wisdom modifier. investigation check.
When you attack with the weighted chain you have a reach of 10ft and deal 1d8+ your dexterity bludgeoning damage. You can also spend a Ninjutsu point to either knock your enemy prone if the fail a save DC = 8 + your proficiency bonus + your wisdom modifier strength saving throw, or drag them towards you. If you drag them towards you you can make an additional attack with the sickle that deals damage equal to a roll of your martial arts die+ your dexterity modifier. As a bonus action you can make a second attack with the sickle if the drag succeeds.
Kunai.
Kunai are small lightweight daggers designed for throwing. They have a range of 30/60 and deal damage equal to a roll of your martial arts die+ your dexterity modifier. You can choose as a bonus action to imbue these weapons with shadow. As part of the attack action you can teleport to the point where your Kunai strikes. Once this is done your Kunai dissolves into shadow and you must perform another bonus action to charge them in this way.
Blowgun.
The blowgun is a deceptively complex weapon. In its most basic form it is a ranged weapon with a 25/100ft range. But to a Shinobi it is so much more. Firstly it allows one to hide underwater and breath indefinitely secondly it is an excellent medium for delivering a whole host of toxins and poisons. At third level you can apply only the most basic of poisons. Your blowgun does damage equal to a roll of your martial arts die+ your dexterity modifier. You can choose to spend a Ninjutsu point to deal an additional 1d4 poison damage and your target must make a save DC = 8 + your proficiency bonus + your wisdom modifier constitution save or be poisoned until the end of your next turn.
A Shadow's Shadow
You can manipulate shadows drawing them about yourself changing your appearance. You are a master at infiltration no obstacle can stop you when you want in.
For 1 ninjutsu point per short rest you can cast the disguise self spell at will until your next short rest. You gain a swimming and climbing speed equal to your movement speed, allowing you to infiltrate almost any place. Through shadowy rituals during a long rest you can transfer the magical effects of a magical weapon to one of your own. The damage of the weapon is not effected but all additional effects are transferred.
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You also gain expertise in stealth and acrobatics.
You are incredibly fast to act, swift, quick minded, you gain a bonus to your initiative equal to your wisdom bonus.
You gain the ability to wreath yourself in shadow. For 1 minute these shadows shroud you reducing the damage from attacks made against you, granting you resistance to magical and non magical piercing, slashing and bludgeoning damage.
Tools of the Trade
Starting at 11th level you are embraced by the shadow's path, you gain access to the following abilities. You are a master of the weapons of your clan, you gain a third strike when you make the attack action.
Your knowledge of the art of ninjutsu deepens and you can perform the following abilities. . Black powder bomb, for 1 ninjutsu point you can throw a small bomb filled with black powder and shards of metal. This bomb deals 9d6 piercing damage in a 10ft sphere. Dark Toad Venom, as a bonus action you can apply dark toad venom to your blowgun darts your target must make a save DC = 8 + your proficiency bonus + your wisdom modifier constitution save or become poisoned and blinded for the next minute. The creature may repeat the save at the end of each of its turns.
Black Powder Bomb.
For 1 ninjutsu point you can throw a small bomb filled with black powder and shards of metal. This bomb deals 9d6 piercing damage in a 10ft sphere. The target(s) must must make a save DC = 8 + your proficiency bonus + your wisdom modifier dexterity save, if they succeed they take half damage. This feature can only be used twice per short rest.
Dark Toad Venom.
As a bonus action you can apply dark toad venom to your blowgun darts your target must make a save DC = 8 + your proficiency bonus + your wisdom modifier constitution save or become poisoned and blinded for the next minute. The creature may repeat the save at the end of each of its turns.
Death's Shadow
At 18th level you are synonymous with death, you are its very shadow. For 3 ninjutsu points you can apply a paralysing powder to your blades. For 3 ninjutsu points you can apply a paralysing powder to your blades, instead of making a strike with your stunning strike you can attempt to paralyse your opponent instead.
. If this paralysis succeeds, you can channel a deadly venom into the opponent's body which lasts for a number of days equal to your monk level. The venoms are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 5d10 psychic damage and 5d10 necrotic damage as the venom attacks the brain, heart, lungs and liver.
You can have only one creature under the effect of this feature at a time. You can choose to dissipate the venoms harmlessly without using an action.
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