Rogue
Base Class: Rogue

In a land rife with injustice and oppression, many peasants and servants of the wealthy have no choice but to simply withstand the endless torment of working simply to stay alive. In other places, war, disease, and famine leave the common folk fending for themselves as their noble oppressors seek only to bring glory to their own name, or food and coin to their own households.

In these times of trouble, stories of humble workers of the land begin to arise, bringing hope to the people. Stories not of heroes favored by the Gods, nor of unholy agents of darkness,  but rather stories of those who are but simple farmhands and cart drivers much like the people who listen to them. These stories tell of the myths of the Ninja, people who in hard times rise against tyranny and the unjust. Stories of those who, under the cover of night, raid the very same nobles that lay down impossible taxes, steal from the wealthy and give to the poor, and murder the ingrates that take innocent lives indiscriminately for their own pleasures.

In time, the stories turn into ideas. With support, the ideas turn into plans. With action, the plans turn into results. And in time, the Ninja are no longer just myths.

Ki

Starting at 3rd level, You gain access to the mystic energy Ki. Your access to the mystic energy Ki is represented by a number of Ki points. The number of Ki Points you have equals your Rogue level.

You can spend these points to fuel various Ki features. You start knowing three such features: Ninjutsu, Cunning Strike, and Step of the Wind, You learn more Ki features as you gain levels in this class. When you spend a Ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Ki points.

Some of your Ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Dexterity modifier.

Ki: Ninjutsu

You can spend 1 Ki point to utilize your Ninja Tools to produce an effect as a bonus action. Tools utilized in this way count as magical for the purposes of overcoming resistances and immunities to nonmagical effects. Refer to the Ninja Tools table for a list of items and their effects. You can carry up to three Ninja Tools of your choice, and can carry more as you gain levels in this class.

Ki: Cunning Strike

You can spend 1 Ki point to make a ranged weapon attack against a creature using a weapon with the thrown property as a bonus action. You gain advantage on the next attack roll made against that creature until the start of that creature's next turn.

Ki: Step of the Wind

You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with Farm Implements and Ninja Tool Kit. Additionally, gain proficiency with one of the following melee and ranged weapons each, of your choice:

Melee Weapons: Kusarigama, Kunai, Ninjato, Rope Dart

Ranged Weapons: Blowgun, Chakram, Net, Senbon

You can gain proficiency with an additional listed melee and ranged weapon of your choice at 9th level, 13th level, and 17th level.

Ki: Ninjutsu Adept

Starting at 9th level, you can carry an additional Ninja Tool, up to four. Shuriken and Ninja Tools you wear do not count towards your Ninja Tools carried.

Quick Throw

Starting at 9th level, when you make a ranged weapon attack using a weapon with the thrown property, you may throw another weapon with the thrown property as part of the same action.

Ki: Ninjutsu Savant

Starting at 13th level, you can carry an additional Ninja Tool, up to five. You can use two Ninja tools as part of one bonus action when utilizing your Ki: Ninjutsu Feature.

Throwing Master

Starting at 13th level, when you throw a Ninja Tool or a weapon with the thrown property, you may double it's normal and long ranges.

Ki: Ninjutsu Master

Starting at 17th level, you can carry an additional Ninja Tool, up to six. Creatures have disadvantage on saving throws made against your Ninja Tools while you are hidden, or if another enemy of the target is within 5 feet of it and isn't incapacitated.

Nothing Personal

Starting at 17th level, when you are hit by a creature within 120 feet of you that you can see, you may use your reaction to teleport behind that creature, causing the attack to miss and negating any damage you would have taken. Make a stealth check with advantage. If you are hidden from the creature, you may immediately make a weapon attack against that creature. Ranged attacks made this way suffer no range penalties. If you would arrive in a space already occupied by an object or creature when you use this feature, you are instead expelled from the object or creature and receive 5d6 force damage. If expelled, you fall prone in an unoccupied space closest to the creature, towards the direction you were in prior to using this feature. When you use this feature, you cannot use it again until you finish a short or long rest.

Previous Versions

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5/15/2023 1:02:37 AM
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