Base Class: Rogue
Stealth, infiltration, and eliminating their foes with deadly efficiency. As a Shinobi, you are also a master of espionage and guerrilla warfare but have undergone intense training to master a wide array of tools and devious devices. Despite acting beyond the laws of society and being chastised for dishonorable methods, you are known for your unwavering loyalty, dedicating yourself to a clan, a criminal organization, a mission, or even a charismatic leader. Consider where your loyalties lie as you prepare unique tools in the shadows.
Level 3: Ninjutsu
Your training grants you the following benefits while you are not wearing medium armor or heavy armor or wielding a shield:
You gain proficiency with the longsword if you don't already have it. When wielding a longsword it is considered to have the finesse property.
You can use your Dexterity score, instead of your Strength score, when determining how far you can jump.
Level 3: Shinobi Tools
Your training gives you mastery over creating and using unique tools which are represented by your shinobi points. You have a number of shinobi points equal to your proficiency bonus + your Wisdom modifier (minimum of 1). You regain expended shinobi points, up to your shinobi points maximum, when you finish a long rest.
Tools. You learn three tools of your choice, which are listed under the “tools” section below. Some shinobi tools enhance an attack in some way. You can use only one shinobi tool per attack.
You learn an additional tool of your choice at 5th, 11th, and 17th level. Each time you gain a level in this class, you can also replace one tool you know with a different one.
Saving Throws. Some of your shinobi tools require your target to make a saving throw to resist the tool’s effects. The saving throw DC is calculated as follows: Shinobi tools save DC = 8 + your proficiency bonus + your Wisdom modifier
Climbing Claws
As an action, expend a shinobi point and equip specialized claws that fit over your palms. While equipped, you have a climbing speed equal to your movement speed. Your climbing claws last for 8 hours and can be equipped while wielding other weapons and items.
Blinding Powder
As a bonus action, expend a shinobi point and blow blinding powder in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature is blinded until the end of its next turn.
Firecracker
When you hit a creature with a weapon attack, you can expend a shinobi point and throw a firecracker at a creature you can see within 10 feet of you. If the attack is successful, that creature can’t make opportunity attacks against you for the rest of your turn.
Kaginawa
As a bonus action, expend a shinobi point to throw a modified grappling hook at a point within 40 feet. You are immediately pulled to that point in a straight line. When moving in this way, you cannot move through the space of a hostile creature and continue to provoke attacks of opportunity.
Kunai
As a bonus action, you can expend a shinobi point and throw a flurry of specialized knives. Choose a number of creatures, up to your Wisdom modifier (minimum of 1), that are within 15 feet of you. Each creature must make a Dexterity saving throw. On a failed save, a creature subtracts 1d4 from the next saving throw it makes before the end of your next turn.
Makibishi
As a bonus action, expend a shinobi point and spread modified caltrops covering a 10-foot square area. When a creature moves into or within the area for the first time, it must make a Dexterity saving throw. On a failed save, a creature takes 1d4 piercing damage and its speed is reduced by 10 feet until it regains at least 1 hit point. Your makibishi lasts for 8 hours or until a creature fails the Dexterity saving throw.
Tekko Kagi
As an action, expend a shinobi point and equip a specialized clawed weapon on both hands. While equipped, your unarmed strikes can use Dexterity instead of Strength for the attack and damage rolls and deal your sneak attack damage if applicable. In addition, you deal 1d4 slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Your tekko kagi lasts for 8 hours and can be equipped while wielding other weapons and items.
Vial of Venom
When you take the Attack action, you can coat a weapon or one piece of ammunition with venom and make an attack with that weapon. If the attack hits, expend a shinobi point and force the target to make a Constitution saving throw. On a failed save, a creature is poisoned for a number of rounds equal to your Wisdom modifier (minimum of 1). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 9: Smoke Bomb
When you use your Cunning Action and take the Dash action, you can choose to throw a smoke bomb at your feet.
You become invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend a shinobi point to use this feature again
Level 13: Guerrilla Warfare
When you use a bonus action on your turn to activate a shinobi tool, you can make one additional bonus action.
This additional bonus action can only be used with your Cunning Action feature to take the Dash, Disengage or Hide actions.
Level 17: Contingency Plans
When you roll initiative and have no shinobi points remaining, you regain 1 shinobi point.
Level 17: Step into the Shadows
When you use your Uncanny Dodge feature, after reducing the attack’s damage against you, you can choose to teleport up to 20 feet to an unoccupied space that you can see. In addition, immediately after teleporting in this way, you can choose to expend a shinobi point and apply a healing salve. Gain temporary hit points equal to 1d6 + your Constitution modifier
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