Monk
Base Class: Monk

Monks of the Way of the Shinobi tend to be silent assassins, trained to kill in the trickiest of manners, but also in the most fierce ones. Some decide to follow a peaceful life, while others may decide to dedicate to the art of killing. Either way, Monks of the Way of the Shinobi excel in the arts and crafts as well.

Ninjutsu Mastery

Starting when you choose this tradition at 3rd level, you gain the ability to perform attacks in specific, subtle ways, focusing on pressure points. You gain the following abilities:

  • You have always advantage with the attacks granted by Flurry of Blows.
  • Creatures targeted by Flurry of Blows have disadvantage on saving throws until the beginning of your next turn.
  • When an attack misses you, you can use your reaction and force the attacker to make a Strength saving throw. On failure, the attacker falls prone.
  • By spending 2 ki points, you can empower the strikes granted by Flurry of Blows, gaining a bonus to damage equal to your proficiency bonus.

Adept of Darkness and Illusion

Also at 3rd-level, whenever you take the Hide action, you have advantage on the Stealth check. 

Swift Assassin

At 6th-level, you become proficient with the Smith’s tools and can forge, provided you have certain materials, specific Ninja weapons. These weapons have certain characteristics and can be crafted in 1d4 days:

Name

Weapon Type

Damage

Properties

Crafting Requirements

Shuriken

Simple Weapon

1d4 piercing

Finesse, Light, Range (20/60)

1 dart, 1 iron, water (0.25 gal)

Kunai

Simple Weapon

1d4 piercing/slashing

Finesse, Light, Special, Thrown (20/60)

1 dart, 1 iron, water (0.25 gal)

Makibishi (x5)

Simple Weapon

1d4 piercing

Light, Range (20/60), Special

1 iron, wood bark (1 lb)

Kusarigama

Martial Weapon

1d6 slashing

Reach, Special, Two-Handed

1 sickle, 1 iron, water (0.25 gal)

Ninjatou

Martial Weapon

1d8 slashing

Versatile (1d10), Special

1 short sword, obsidian (3 lbs), water (0.25 gal)

  • Kusarigama. This weapon is a sickle connected with a chain to a spiked weight. The feat Polearm Master grants the usage of the weight attached at the end of the chain. The weight can be used as a bonus action and it deals 1d4 bludgeoning damage. On a hit, the target needs to succeed on a Strength saving throw or falls prone. Additionally, the feat Polearm Master allows for this weapon to increase its reach by 10 ft. (total reach, 15 ft.).
  • Ninjatou. This weapon is a straight, thin sword. On a critical hit, a target hit point maximum takes a penalty equal to the weapon’s damage.
  • Kunai. This weapon is similar to a shuriken. However, unlike the shuriken, it can also be used on a melee fashion. When used this way, you can choose to either inflict piercing or slashing damage.
  • Makibishi. This weapon is a small, pointy fragment. It is generally used for traps or for creating difficult terrain while dealing mild damage. As an action, you can throw these weapons on the ground, in a 10-squared-foot area. This area is treated as difficult terrain and any creature entering it takes automatically 1d4 piercing damage. Additionally, you can make a ranged attack with these weapons. Your attack has advantage.

You are proficient with all these weapons and you treat them like Monk weapons regardless of their properties.

Ninjutsu Advancement

At 11th-level, you advanced into your practice of Ninjutsu. Whenever you hit a creature with an unarmed strike or a Monk weapon, you can force the creature to make a Dexterity saving throw. On a failed save, the creature’s next attack has disadvantage.

Transcendence of Military Practice

At 17th-level, you completely mastered the basics and advanced techniques of Ninjutsu. You gain the following abilities:

  • Ascetic Blaze. Whenever you hit with an attack granted by Flurry of Blows, you propagate thermic energy with your strike and deal extra fire damage equal to your proficiency bonus.
  • Ascetic Monk Strike. Whenever you hit with a Monk weapon, you propagate thermic energy with your weapon and deal extra fire damage equal to your proficiency bonus.
  • Ascetic Ki Strike. Whenever you hit with an unarmed strike not granted by Flurry of Blows, you propagate thermic energy and deal extra fire damage equal to your proficiency bonus.
  • Ascetic Ki Conflagration. Whenever you hit with an attack granted by Flurry of Blows, you can spend 5 ki points and enter a state of mental focus and balance in the striking instant, dealing extra fire damage equal to 10d10.
  • Ascetic Ki Reinforcement. As a bonus action, you can spend up to 5 ki points to increase your AC by an amount equal to the number of ki points spent. This increase in AC lasts for 1 minute.

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