Rogue
Base Class: Rogue

Ninja's are the epitome of spies and assassins, trained in the arts of stealth, disguise, survival, combat, and magic, they are the elite of the underworld.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Resourceful Craftsman

At 3rd level, you gain the ability to create various potent tools of your trade. As part of a short rest, you can harvest bone, wood, or other similar material to craft Caltrops (bag of 20) or 1d6 Darts, or you can harvest fat, plant residue, or other similar material to craft Oil (flask) or Alchemist's Fire (flask). You can also spend 5 silver pieces worth of paper and wick and a flask of oil to craft a Bomb. You make up to three of these items per short rest: one bag of Caltrops or set of Darts, one flask of Oil or Alchemist's Fire, and one Bomb (you can use the flask of oil crafted during a short rest to craft a bomb during that same short rest). Beginning at 9th leve, you gain the following benefits while using these items:

Caltrops: You can disperse the Caltrops as a bonus action. For Caltrops you have crafted. the DC of the Dexterity save is increased to 18.

Darts: You have a +1 bonus to ranged weapon attacks made with darts. For darts you have crafted, applied poisons remain in hollow cavities of the darts until used, and do not decay.

Oil: Treat the Improvised Weapon attack of the Oil as though you are proficient with it and as though it had the Finesse property. For Oil you have crafted, increase the damage to 1d4 + 4 fire damage.

Alchemist's Fire: Treat the Improvised Weapon attack of the Alchemist's Fire as though you are proficient with it and as though it had the Finesse property. For Alchemist's Fire you have crafted, the DC of the Dexterity save is increased to 13.

Bomb: The DC of the Dexterity save is increased to 15, and any who fail the Dexterity save take half of the fire damage. For bombs you have crafted, increase the damage to 6d6 Fire.

(There is no way to include these benefits within the character sheet using D&D Beyond as they are listed here. I implore you to consult with your DM for ways in which you can consistently track these benefits.)

Throwing Specialty

Starting at 9th level, if you have taken the Attack action on your turn and have at least one free hand, you may take a bonus action to make two ranged weapon attacks with any two weapons with both the Thrown and Finesse properties. You may draw those weapons as part of each of those attacks, requiring no additional action. Each of these attacks must target a creature that you have not attacked this turn (if there is only one target within range that you have not yet attacked this turn when you take this bonus action, you may choose to make one weapon attack following these specifications instead of two).

Mystic Talisman

Beginning at 13th level, you have learned how to create talisman imbued with various spells. In order to create such a talisman, you must expend 2 gold pieces worth of ink and parchment and 10 minutes (you can make up to six talismans on a short rest). Treat this talisman as a Spell Scroll imbued with one of the spells on the Talisman Spell List. For the purpose of using these talisman, the spells on the Talisman Spell List qualify as being spells that you can normally cast on your class's spell list, but you do not know these spells, and cannot cast them with this feature outside of using your crafted talisman.

Talisman Spell List
Spell level Spell

1st

Fog Cloud, Grease, Jump

2nd

Misty Step, Spider Climb, Blur, Blindness/Deafness, Mirror Image, Knock

3rd

Nondetection

Walker of Shadows

Beginning at 17th level, while in dim light or darkness, you gain the following benefits: your steps make no sound, regardless of the surface you are moving across, and you blend into the surrounding darkness, granting you advantage on Dexterity (Stealth) checks that rely on moving silently or hiding and forcing disadvantage on Wisdom (Perception) checks made to see you. As an action you can turn invisible until you move or take an action or a reaction. When moving, you gain all the benefits of moving at half-speed without expending extra movement, and your movement speed increases by 10 ft. When hiding, missing a weapon attack does not reveal your location.

Previous Versions

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8/6/2019 5:02:49 PM
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