Rogue
Base Class: Rogue

Their tactics, which they use in their roles as spies and assassins, may seem simple at first, but their execution and synergy are very subtle and sophisticated, masking a lethal art form that is really without peer. Being on the receiving end of a Shinobi's anger is a death sentence, such is their level of ability and discipline.

 

SHINOBI'S GRACE

Starting at 3rd level, you acquire techniques that enable you
to regain your footing and evade the most vigilant foes.
When you take the Disengage action, you can stand from
prone without spending movement, you ignore difficult
terrain, and you can move through the spaces of hostile
creatures until the end of the current turn. (You can use disengage as a free action after you hit an attack)

KUNAI AND KODACHI

When you choose this archetype at 3rd level, you learn how to use thrown weapons as distractions to throw your enemies off balance and set up a killing blow.

Drawing weapons requires minimal effort and no action. Long swords provide the Finesse attribute and as a Bonus action you can turn a light thrown weapon into a long-range weapon. Using a melee attack without disadvantage lets you use Sneak Attack without advantage until the end of your turn.

Kunai 1d4

SHINOBI'S GRACE

In the 3rd level, you get a lot better at getting back on your feet and fooling even the most observant opponents.

You can walk across the spaces of hostile creatures without using movement, you don't have to use movement to get up from prone, and if you use the disengage action, you can ignore tough terrain until the end of your turn.

SUDDEN DEATH

At 9th level, you learn how best to strike from concealment,
remaining unseen until the very moment of execution.
You can attempt to hide, even when only lightly obscured.
In addition, you can use your action to attempt to move
adjacent to a creature, spending movement as normal. If you
do, you can make a melee attack against it. If you're hidden
during this action, you aren't revealed even while you're
clearly visible until that attack resolves.

MOVEMENTS UNBOUND

At 13th level, mythic techniques enable you to scale sheer
walls, glide deadly plummets, leap impassable obstacles,
plume murky depths, and evade otherwise certain capture.
You gain a climbing speed and swimming speed each equal
to your walking speed, and increase the distance you can long
and high jump by feet equal to half your Rogue level.
Further, you can use your reaction when you fall to glide,
moving up to 2 feet horizontally for every 1 foot you descend
reducing any falling damage by five times your Rogue level.
You lose the benefits of this feature while wearing medium
or heavy armor. (Gliding requires special gear)

MASTER SHINOBI

At 17th level, you gain full mastery over your accumulated
techniques, utilizing them to their utmost potential. You now
count yourself among the legendary practitioners of ninjutsu,
and gain the following benefits:
Shinobi's Sense.

  • You can’t be surprised while you are conscious.
  • You gain a +5 bonus to initiative.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Kunai Mastery. An attack made with your Kunai and
Kodachi feature no longer halves its damage. On a hit, that
attack grants advantage to attack rolls made against its target
until the end of the current turn.
Ashi Sabaki. You get advantage on rolls against being grappled and restrained
conditions on yourself when you take the Disengage action.
Shi no Ichigeki. Sneak Attack damage dealt by an attack
made with your Sudden Death feature rolls d8s instead of
d6s.8d8

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