Base Class: Rogue
| rouge Level | Ninja Features |
|---|---|
|
3rd |
Shuriken-faire |
|
3rd |
Ninja Katas |
|
9th |
Pass |
|
13th |
Debilitation |
|
17th |
Lethality |
Shuriken-faire
At 3rd level, your skill with thrown weaponry allows you to strike at vital points even from a distance. When you make a ranged weapon attack with a thrown weapon against a target within 20 feet of you, you do not need advantage on the attack roll to benefit from your sneak attack feature. In other words a ninja can make an attack with sneak attack as long as they are making a ranged attack with a thrown weapon, they are within twenty feet of the target or if an ally is within 5 feet of the target. And as long as the ninja does not have disadvantage on their attack roll.
Ninja Katas
When you would deal sneak attack damage to a creature you can forfeit a number of sneak attack dice in order to perform a Kata. You must expend sneak attack this way before you roll the extra damage. You learn 5 five Katas of your choice. You learn 5 five more at 9th, 13th and 17th level. Each time you learn a new katas, you can also replace a Kata you already know with a different one. Saving throws: Some of your Katas may require your target to make a saving throw. The saving throw is calculated as follows Kata save DC = 8 + your Proficiency Bonus + your dexterity modifier. you regain all uses of Ninja Katas on a long rest.
Weapon Triangle
Prerequisite: Arcana Proficiency Expend one Sneak attack dice, if this attack forces the creature to make a concentration saving throw, they have disadvantage on their saving throw.
Ambush
You can expend three sneak attack dice, you can increase your initiative score on the initiative order by 2d6 for the remainder of this combat. You can only use this kata once per combat.
Battle Dance
Prerequisite: Performance Proficiency
Expend one sneak attack dice, one creature of your choice within 30 feet of you that can see and hear you gains temporary hitpoints equal to 1d6+ your proficiency bonus. If you have expertise in performance, you may instead add double your proficiency bonus to the temporary hitpoints you grant.
Battle Medicine
Prerequisite: Medicine Proficiency
You can spend three sneak attack dice to quickly patch up a ally within 5 feet of you in the same motion as a strike against an enemy. The creature regains a number of hitpoints equal to 3d6+your proficiency modifier, if you have expertise in medicine you can apply it to the healing instead. A creature can only benefit from healing this way once per long rest.
Bleeding Wound
Prerequisite: Medicine Proficiency
You can expend three sneak attack dice to open a wound on the target. The Target takes 3d6 necrotic damage at the start of each of it’s turns. Regaining any number of hit points ends the wound, as does using an action to staunch the wound with a successful medicine check against your Kata save DC. (DC {{savedc:str,dex}})
Blinding Strike
Expend two sneak attack dice, the target must make a dexterity saving throw (DC {{savedc:dex}}) or be blinded until the end of your next turn.
Bolstering Strike
Prerequisite: 9th level, Performance
You can expend two sneak attack dice to help your ally focus on a task on hand. If an ally within 60 feet of you is charmed and frightened by the creature you attacked. The condition immediately ends on that creature.
Clothes Pin.
Prerequisite: 13th level, Athletics Proficiency You can expend 4 sneak attack dice to pin a creature down using a weapon and sticking it through their clothes. The target must make a strength saving throw (DC {{savedc:str,dex}}), on a failure choose wall or floor. If you choose a wall, the creature is pushed 15 feet back. If it collides with a wall it takes 3d6 bludgeoning damage and is restrained. If you choose floor the creature is instead knocked prone and restrained. In order to break free of their restraints, the target of your kata must use an action to make a strength check against your kata DC, breaking free on a success.
Concussion
Prerequisite: 17th level, Medicine Proficiency You can expend 7 sneak attack dice to disable the target with a well placed strike. On its next turn the target of your kata must choose if it can move, use an action or take a bonus action. It may only do one
Crippling Strike
Expend one Sneak attack dice to hamper the creature’s movement. The creature’s speed is reduced by 10 feet until the end of your next turn.
Deadly Strike
You expend two sneak dice to prevent the target from regaining hitpoints until the start of your next turn
Deny Reactions
Expend one Sneak attack dice. The target must make a constitution saving throw (DC:{{savedc:dex}}) or be unable to take reactions until the end of your next turn
Dispelling Strike
You can expend 4 sneak attack dice. The creature must make an intelligence saving throw (DC {{savedc:str,dex}}) or be affected as if it was targeted by the dispel magic spell. The spellcasting modifier for this spell is dexterity.
Distract
The next time a weapon attack is made against the target before the start of your next turn, it’s Armour Class against that attack is reduced by 3 against that attack.
Distraction
You can expend 3 sneak attack dice to focus an enemies attention on you. If before the start of your next turn the target of your kata wants to target a creature other than you with a harmful ability or attack, it must make a wisdom saving throw (DC {{savedc:str,dex}}). On a failure it must either switch targets to you or waste its action.
Dread Striker
Prerequisite: Intimidation Proficiency
Expend one Sneak attack dice, the creature must make a wisdom saving throw (DC {{savedc:str,dex}}) or be frightened until the end of your next turn.
Dual Strike
Prerequisite: 17 level, must be performed with a ranged weapon attack You can expend 6 sneak attack dice to make an advancing strike. You immediately teleport to a space within 5 feet of the target and make a melee weapon attack against it with advantage. On a hit this attack does an additional 4d6 damage
Even Keel
Prerequisite: Arcana Proficiency
You can expend three sneak attack dice to bolster your defence against magical effects. The next time you would make a saving throw against a spell or magical effect before the end of your next turn, you may roll a d6 and add the result to your save.
Expose
You can expend two sneak attack dices to give away the location of your target. Until the end of your next turn, the target can’t hide from you, and if it’s invisible, it gains no benefit from that condition against you
Immobilize
Prerequisite: 17th level You can expend 6 sneak attack dice to completely immobilize an enemy, the target’s speed is reduced to 0 till the end of your next turn
Madness
You can expend 4 sneak attack dice to force the target of your kata to make an intelligence saving throw (DC {{savedc:str,dex}}). On a failure they must use their reaction to make an attack against a creature of your choice within range.
Masterful Maneuver
Prerequisite: 17th level You can expend 6 sneak attack dice in order to use your acrobatic skill to dodge a potentially deadly attack or assist with your own, roll an acrobatics check. If either you or the target makes an attack against one another before the end of your next turn, you can replace either the result of your attack roll or your armour class with the result of your acrobatics check.
Outmaneuver
You can expend 5 sneak attack dice to disappear in a cloud of smoke and blinding speed, you gain +3 to your armour class and the benefits of the disengage and dash actions till the start of your next turn.
Pin
Expend two sneak attack dice to attempt to grapple the target. You can make an Acrobatics check in place of an athletics check for this grapple.
Prediction
Prerequisite: 17th level, Survival Proficiency You can expend 7 sneak attack dice to read the targets movements for the next turn. On the target’s turn, you gain advantage on any ability checks or saving throws the target forces you to make. The target has disadvantage on attack rolls against you.
Pressure Point
Prerequisite: Medicine Proficiency Expend 2 sneak attack dice, the creature must make a constitution saving throw (DC {{savedc:str,dex}}) or be incapacitated until the end of their next turn.
Rushdown
Prerequisite: 17th level, Survival Proficiency You can expend 7 sneak attack dice to strike like a predator, blitzing the enemy in one swift strike. You deal additional damage equal to your initiative score, and the target is moved to the bottom of initiative order for this round.
Seal Defence
You can expend 5 sneak attack dice, the target must make a dexterity saving throw (DC {{savedc:str,dex}}), on a failure the next time the creature would be hit by a weapon attack, it is vulnerable to that attack’s damage.
Seal Resistance
You can expend 5 sneak attack dice, the target must make a wisdom saving throw(DC {{savedc:str,dex}}). On a failure the next time the creature would make a saving throw against a spell or magical effect, roll 1d6 and subtract it from it’s saving throw.
Setup
Prerequisite: 17th level You can expend 6 sneak attack dice to force the target to make an intelligence saving throw (DC {{savedc:str,dex}}). On a failure the target automatically fails its saving throw against the next kata you use before the end of your next turn.
Silencing Strike
You can expend two sneak attack dice to slice across the target’s vocal cords. The target must make a constitution saving throw (DC {{savedc:str,dex}}) or be unable to speak or supply vocal components for spells until the start of your next turn.
Smoke Strike
Prerequisite: 17th level You can expend 6 sneak attack dice in order to become hidden from a target and move in a blinding fit in speed. You toss a smoke bomb at your feet and can teleport to a spot within 60 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by distance and direction. If the spot is a position where you can hide from your target you can immediately take the hide action.
Staggering Strike
You expend 4 sneak attack dice to deliver a strike that can leave an enemy dazed and unable to act. The target must make a constitution saving throw (DC {{savedc:str,dex}}) or be staggered until the end of its ntext turn. Staggered creatures have disadvantage on attack rolls and ability checks and cannot take reactions
STAY DOWN!
Prerequisite: 17th level, Athletics Proficiency You can expend 8 sneak attack dice, the target must make a constitution saving throw (DC {{savedc:str,dex}}). On a failure the target is pushed back 5 feet, knocked prone and stunned for 1 minute. A creature can remake the saving throw at the start of each of its turns, ending the effect on a success.
Sweep the Leg
Prerequisite: Athletics Proficiency Expend one sneak attack dice, the creature must make a dexterity saving throw (DC {{savedc:str,dex}}) or be knocked prone.
Target Assessment
Prerequisite: 9th level
You attempt to infer crucial details about your foe. The creature must make a charisma saving throw (DC {{savedc:str,dex}}). On failed save the gm tells you the following characteristics of your choice
- -It’s Damage Immunities
- -It’s Damage Resistances
- -It’s Damage Vulnerabilities
- -It’s Condition immunities
- -One of its defining traits and it’s mechanical effects (Such as a hydra’s multiple heads trait)
- -One of its defining actions and it’s mechanical effects (Such as a dragon’s breath weapons)
Trackers Mark
Prerequisite: Survival Proficiency
Expend one sneak attack dice to mark a creature. You have advantage on perception (wisdom) and survival (wisdom) checks made to track and perceive a marked creature. The mark lasts for one minute or until you lose concentration, as if you were concentrating on a spell
Triangle Adept
Prerequisite: 17th level, Arcana Proficiency You can expend 7 sneak attack dice in order to steal away a target’s magical power. The target must make a saving throw using its spellcasting ability modifier. On a failure, roll a d6.You can then choose for the target to lose one spell slot of the same level or lower than the number rolled. - The Ninja chooses the level of the spellslot lost
Vantage
Prerequisite: 13th level You can expend 5 sneak attack dice to prepare to parry the target’s attack with your own. If the target makes a weapon attack against you before the end of your next turn, you can use your reaction to make an attack against it as long as it is within range. If your attack roll is higher than the creatures, the attack automatically misses you.
Vulnerable Strike
You can expend 4 sneak attack dice. The creature must make a wisdom saving throw (DC {{savedc:str,dex}}). On a failure the next time you make an attack roll against it before the end of your next turn, it must instead make a saving throw of your choice against your kata dc. Suffering normal damage from a hit on a failure, including all additional effects, or half as much on a success
Pass
At 9th level
you learn how to nimbly weave around the battlefield befuddling your opponent’s. You can now move through a hostile creature’s space even if it is not two sizes larger than you. Remember that moving through another creature’s space is still considered difficult Terrain. In addition, when you use your cunning action feature to dash. You may double your jump distance for your turn and if you were to take falling damage before the end of your turn, you may reduce it by an amount equal to 5 times your proficiency modifier
Debilitation
At 13th level,
when you strike a creature from the shadows you can temporarily weaken their defenses for a decisive maneuver. If you hit a creature you are hidden from with an attack and you would normally gain sneak attack against that creature. The next saving throw the creature makes before the end of your next turn is made with disadvantage. This can allow the Ninja to force an enemy to make saving throws against their Katas at disadvantage
Lethality
Lethality. You forfeit 6 of your sneak attack dice. Then roll 8d6. If this attack reduces a creature to a number equal to or less than the amount you rolled on the 8d6, the creature is instantly reduced to 0 hit points.
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