Base Class: Fighter
Trained in the ancient traditions of covert warfare, Shinobi move like whispers in the darkness. Their deadly blades dance through the air, like a falcon swooping onto its prey. Adept at distanced combat, the Shinobi is a master tactician, utilizing every mistake that they--or their foe--may encounter.
Shinobis are known for their skilled uses of thrown weaponry and traps, making them excellent combatants for hire. Many Shinobi train under masters of the skill, until they are ready to mark out their own way of living among the shadows. Through this practice, Shinobi have become much more uncommon as masters of the art are just as uncommon to find.
Thrown Weapon Rules
As there are currently no written rules for what occurs after throwing a weapon at a target. I've provided players and DMs with a simplified solution with the intent of easing the playability of this subclass.
When a creature makes a thrown weapon attack and misses, the attack either travels it’s long range distance or lands in a space within 5 feet of the intended target (DM’s choice). However, a weapon cannot travel through the air a total distance farther than their long range distance.
Other effects such as slippery or uneven terrain can affect the final placement of the weapon at the DM’s discretion.
Skills of the Shinobi
Starting at 3rd level, your training as a shinobi has honed your skills, both in and out of confrontations.
You gain proficiency in the Stealth skill and can take the Hide action as a bonus action on each of your turns. You can also add your proficiency bonus to your initiative rolls. (Notice: This initiative bonus will not show in the DnDBeyond sheet, you must manually keep track of it).
Tactical Throws
Also at 3rd level, you’ve learned to throw and recall your weapons with great precision. Whenever you make a ranged weapon attack with a weapon that has the thrown property, you gain the following benefits:
- Sharp Range - Attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls using your thrown weapon.
- Improved Throws - Your thrown weapons can deal damage equal to 1d6 + the attack’s ability modifier on a hit, instead of the weapon’s normal amount. If the target is within the weapon’s normal range, the d6 becomes a d8.
- Tactical Recall - You’ve also learned to recall your thrown weapons with thin strings. You can use your bonus action to recall a number of light weapons within 60 feet of you that were thrown as part of your attack action. The maximum number of weapons you can recall at once equals your proficiency bonus.
Thrown Cordon
Beginning at 7th level, your attacks can be useful even after missing a target. After you miss a ranged weapon attack with one of your thrown weapons, you can use your reaction to transform it into a trap in an unoccupied space within 5 feet of the target.
You can trigger this trap as part of your Tactical Recall and regain the weapon that caused it. The trap’s save DC equals 8 + your Strength or Dexterity modifier [your choice] + your proficiency bonus.
When you set a trap, choose one of the two options.
- Blade Trap - Creatures within 5 feet of the trap must succeed a Dexterity saving throw or take the weapon’s damage.
- Smoke Trap - Creatures within 5 feet of the trap must succeed a Constitution saving throw or become blinded until the end of your next turn.
You can create a number of traps equal to 1 + your proficiency bonus and you regain all expended uses when you finish a short or long rest.
Strategic Setup
At 10th level, your senses have prepared you for combat, no matter the time or place. You have advantage on initiative rolls and can’t be surprised while you are conscious.
In addition, when entering initiative, you can use your reaction to make a single thrown weapon attack against creature that you can see within range. If there is no target in range, you can throw the weapon to an unoccupied space you can see within range instead as part of your Thrown Cordon feature.
Dangerous Presence
At 15th level, you can ensure yourself prime chances to strike. When you are hidden from a creature and miss it with a ranged weapon attack with a thrown weapon, making the attack doesn’t reveal your position.
In addition, whenever a creature affected by your Thrown Cordon feature cannot see you, the creature’s Dexterity saving throw has disadvantage.
Master Shinobi
When you reach 18th level, your surprise attacks are devastating to face. Whenever you make an attack against a creature that does not see you, you have advantage on all attacks against that creature until the end of your turn, rather than only the first.
In addition, when you make a ranged weapon attack with one of your thrown weapon attacks and land a critical hit, you can roll the damage dice of that weapon thrice (three times) instead of twice.
Previous Versions
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9/18/2023 9:50:52 PM
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