Rogue
Base Class: Rogue

Through subterfuge and ingenuity, the Ninja seeks to accomplish their mission at any cost.

The ninja serves their lord or master as an agent of infiltration, a skilled assassin, and even an effective support on the field of battle. Whatever circumstances or situation, a Ninja's unyielding determination will prove more effective than any tool or strategy.

Nimble And Balanced

Your methods in training your body have managed to pay off. You gain the following benefits.

  • You have advantage on saving throws that would knock you Prone.
  • You ignore difficult terrain that is not of magical origin.
  • Any damage you would take from falling 10 ft. or higher is halved.

Ninja Tools

At 3rd level, when you finish a long rest, you have the ability to prepare a number of Ninja Tools equal to your proficiency bonus.

Each tool can only be used by you, and requires a bonus action unless otherwise stated. Each tool can only be used once, and some tools require you to be at a certain level to be able to use them.

Some Ninja Tools require a saving throw - the saving throw DC for your Ninja Tools = 8 + Your Intelligence Modifier + Your Proficiency Bonus.

Caltrops

You can throw a set of caltrops up to 30 ft. away from you in a 10 ft. square. Where they land, the area is considered Difficult Terrain.

Any creature that moves through this area takes 1d4 piercing damage for every 5 ft. they move. These caltrops last until they are cleared away as an action - a single action can remove up to four 5 ft. sections of caltrops.

Decoy Doll

Prerequisite: 5th Level

You create a doll made of wicker that is infused with your essence.

As a reaction to when you would be hit by an attack you can see, you teleport toward an unoccupied space within 15 ft. that you can see. The triggering attack hits the doll, taking any damage from the attack, and the doll is destroyed.

Disguise Talisman

This talisman is written in a special version of Thieves' Cant, which has been filled with some sort of magical influence.

You can cast the Disguise Self spell once as a bonus action when you use this Talisman. The DC to determine that you are disguised is your Ninja Tool Save DC.

Fake Demise Pill

Prerequisite: 10th level

You swallow a pill and fall into a near-catatonic stupor. When you swallow this pill, you fall Prone, and appear dead to all appearances. A creature can make a Wisdom (Medicine) check against your Ninja Tool Save DC to determine that you are actually alive. You can end this effect on yourself by expending 10 ft. of your movement to stand up.

Flash Bomb

You throw a bomb filled with a special mixture that sheds bright light when exposed to air up to 30 ft. away.

All creatures within 10 ft. of the bomb must make a Constitution saving throw or be Blinded for 1 minute. A creature must be able to see to be affected by this Ninja Tool. Blinded creatures can repeat their saving throw at the end of their turns, ending the effect on a success.

Poison Bomb

Prerequisite: 9th Level

You throw a gourd filled with noxious, poisonous powder toward a point you can see within 30 ft.

All creatures within 10 ft. of the gourd when it lands must make a Constitution saving throw. On a failure, it takes 3d6 poison damage and becomes Poisoned. A creature poisoned in this way takes 1d6 poison damage at the start of its turn. At the end of a poisoned creature's turn, it can make another Constitution saving throw, ending the effect on a success.

Ration Pills

You create a number of large, marble-sized pills that act like rations.

You can have a number of ration pills equal to your proficiency bonus, which you can give to any friendly creatures of your choice. A creature that swallows a pill of this nature regains hit points equal to your proficiency bonus, and gains enough nourishment to sustain that creature for a day. Any ration pills that aren't eaten are destroyed when you finish a long rest.

Rejuvenation Pill

Prerequisite: 11th level

You swallow a small pill filled with ground-up restorative herbs. When you swallow this pill, you regain a number of hit points equal to three times your Intelligence modifier.

Trap Wire

Over the course of 5 minutes, you can create a 20 ft. cube willed with snares. This snare can capture Large or smaller creatures, and can be noticed with an Intelligence (Investigation) check made against your Ninja Tool Save DC.

Otherwise, you can use an Action to attempt to Restrain a Huge or smaller creature within 5 ft. of you. Any creature caught in the wire must make a Dexterity saving throw, or be Restrained by the wire. A restrained creature can use an Action to make either a Strength or Dexterity saving throw to break free, destroying the wire on a success.

Ninja Techniques

At 9th level, you gather your inner essence, allowing you to create unnatural feats using your own presence.

You have a number of Chakra Points equal to your number of Sneak Attack dice + 1, which you can use to improve the actions given to you by your Cunning Action. You regain half of your total Chakra Points when you finish a long rest.

Acrobatic Dodge

When you use your reaction to use your Uncanny Dodge ability, you can choose to expend 2 Chakra Points to teleport up to 20 ft. away after taking the damage.

Disengaging Slip

When you take the Disengage action using your Cunning Action, you can expend 1 Chakra Point to move through an enemy creature's space, but cannot end your movement in an occupied space.

Full-Covering Hide

When you take the Hide action using your Cunning Action, you can expend a Chakra Point to force other creatures to have Disadvantage on Wisdom (Perception) checks to find you. This benefit lasts for 1 minute, until you move, or use an action.

Quick-Step Dash

When you take the Dash action using your Cunning Action, you can choose to expend a Chakra Point to move across water and up vertical surfaces while you move.

Shadow Clone

You learn how to cause your shadow to come to life.

As an action, you can expend 4 Chakra points to create an illusory Body Double within 20 ft. of you - the Double takes its turn directly after yours in initiative order. You can only have one Body Double at a time.

A Body Double shares your game statistics, but has a number of hit points equal to your proficiency bonus. You can use your bonus action to mentally give your Body Double instructions (such as "attack"), but will otherwise take the Dodge action on its turn. When attacking, a Body Double uses your Attack bonus, but only deals 1d6 Bludgeoning, Piercing, or Slashing damage (your choice). Outside of combat, a Body Double can perform simple tasks akin to an Unseen Servant spell.

You can use your action to switch places with your Body Double if it is within 60 ft. of you. If you are hit while you have a Body Double active, you can use your reaction to switch places with your Body Double, which will then take the damage for you.

Once a Body Double is more than 1 mile from you, or on a different plane of existence, it ceases to exist.

Shinobi's Resolve

When you roll initiative and have no Chakra Points remaining, you regain 3 Chakra Points.

Additionally, when you roll for your Sneak Attack damage, you can expend 1 Chakra Point to reroll any number of your Sneak Attack dice, but must use the new result.

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