Base Class: Rogue
Shinobi are a specialized class of Samurai, mercenaries who operate with stealth and efficiency while having no qualms of utilizing underhanded techniques to take down their enemies. They will attack opportunistically, fighting ruthlessly with their arsenal in order to finish their job. A shinobi is going to scout, survey, and assassinate while doing their best to make sure they themselves are not compromised.
Hidden Strikes
3rd-level Shinobi feature
You’ve learned how to attack with relentless ferocity while simultaneously being silently efficient. You gain expertise in Dexterity (Stealth) checks. If you are hidden at the start of your turn and take the Attack action on that turn, you can make one additional weapon attack as part of the Attack action.
Additionally you can use the bonus action granted by your Cunning Action to perform the Dodge, Search, or Use an Object actions.
Tactical Takedown
3rd-level Shinobi feature
You have developed new ways to use your Sneak Attack. Before you roll Sneak Attack damage, you can choose to forgo a number of dice from your Sneak Attack damage to add one of the following effects. If an effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
Impair (Cost: 2d6). You have methods of inhibiting your enemy’s senses, forcing them to make a Dexterity saving throw. On a failed save the target is blinded and deafened while unable to benefit from any special senses. The target can make Constitution saving throws at the end of each of its turns to end the effect.
Rig (Cost: 2d6). You use your craftiness to make environments specifically hazardous to your enemies, forcing the target to make a Dexterity saving throw. On a failed save, the target takes 1d6 damage for every 10-feet it moves unless it uses an Action to end the effect. To use this effect, you must have a Thieve’s Tools on your person.
Trap (Cost: 2d6). You use your wits to lockdown your enemies, forcing the target to make a Dexterity saving throw. On a failed save, the target is restrained and can make Strength saving throws at the start of their turn to end the effect. To use this effect, you must have a Thieve’s Tools on your person.
Judgement Mark
9th-level Shinobi feature
You can become aware of crucial information about a target’s capabilities by comparing theirs to your own. If you spend at least 1 minute before you roll initiative or use an action to observe another target, you can mark that target you can see within 30 feet of you. While marked you are always aware of the target’s current hit points and whether that creature has any immunities, resistances, or vulnerabilities; and if the creature has any, you know what they are.
Additionally, whenever you damage the marked target with an attack roll, you can deal extra damage to the target. The extra damage equals your proficiency bonus. This benefit lasts for 1 minute and resets when you finish a short rest.
Specialized Assault
9th-level Shinobi feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to hit with ranged weapon attacks.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Killer Impulse
13th-level Shinobi feature
Your body has been honed to have no fear or hurtle when entering combat. You ignore difficult terrain and gain the ability to move along vertical surfaces on your turn without falling during the move. Additionally you have advantage on initiative rolls, and if you hit a creature that hasn’t taken a turn yet in the current combat, your attack is a critical hit.
Master of Ninjistu
17th-level Shinobi feature
As an action, you can enter a state of focus as a specialized guerilla combatant. You can choose to become invisible and untraceable to any creature at any time (no action). Additionally, any attack roll you make on a turn now does additional Sneak Attack damage if your attack qualifies for Sneak Attack. These benefits last for 8 hours and resets when you finish a long rest.
Previous Versions
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9/21/2023 6:18:35 AM
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5e
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Coming Soon
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