Base Class: Rogue
Masters of stealth, deception, and unconventional warfare, Shinobi are the unseen blades in the night. Whether trained assassins, spies, or warriors of a lost clan, they utilize specialized tools, honed reflexes, and supernatural agility to outmaneuver their foes. Striking from the shadows and vanishing without a trace, the Shinobi employ tactics that make them both deadly and untouchable.
Level 3: Shinobi Tactics
Your skills as a Shinobi allows you to use shinobi specific tools, gear, and techniques to execute precise strikes and evasive maneuvers with deadly efficiency. These Shinobi tactics can come from a shinobi prosthetic tool, a special utility belt, or a mystical scroll.
You learn shinobi tactics that are fueled by special dice called Shinobi Dice.
Shinobi Tactics. You learn four shinobi tactics of your choice. Many shinobi tactics alters the battle in some way. You can use only one shinobi tactic per Bonus Action unless stated otherwise.
You learn two additional shinobi tactics of your choice when you reach Rogue levels 9, 13, and 17. Each time you learn new shinobi tactics, you can also replace one shinobi tactics you know with a different one.
Shinobi Dice. You have five Shinobi Dice, which are d8s. A Shinobi Dice is expended when you use it. You regain all expended Shinobi Dice when you finish a Short or Long Rest.
You gain two additional Shinobi Die when you reach Rogue levels 9 (seven dice total), 13 (nine dice total), and 17 (11 dice total).
Saving Throws. If a shinobi tactics requires a saving throw, the DC equals 8 plus your Dexterity or Intelligence modifier (your choice) and Proficiency Bonus.
Level 3: Tactics Options
Enhanced: This effect is unlocked upon attaining Shinobi Tactics Mastery
The Tactics are presented here in alphabetical order.
Ansatsu
If your Sneak Attack hits any target that was caught in a surprise before combat, that target takes extra damage of the weapon’s type equal to your Shinobi die.
Enhanced: Deal an additional extra damage equal to your Rogue level
Bolas Snare
As a Bonus Action. You may throw a weighted rope at a creature(no bigger than Huge) within 30 ft. Target must make a Dex saving throw or be restrained until the end of their next turn.
Enhanced: Creatures have a Disadvantage on their saving throw and take damage equal to your Shinobi Dice
Caltrops
As a Bonus Action. Scatter caltrops in a 10-ft square. Creatures moving through must make a Dex save or take Shinobi Die piercing damage and fall prone.
Enhanced: Creatures must use their action to stand up after falling prone.
Chakra Seal
As a Bonus Action. Place a paper talisman at a creature you can touch. They must make a Wisdom save or be incapacitated until the start of their next turn.
Enhanced: Duration increases to 1 minute and have Disadvantage save at the end of each turn.
Explosive Tag
As a Bonus Action. Attach an explosive paper talisman to a weapon with a Thrown property. When that weapon is thrown and hits, it explodes in a 5-ft radius, dealing an additional Shinobi Die fire damage. Dexterity save for half damage.
Enhanced: Explosion radius increases to 10 ft, and creatures who fail the save are also deafened until the end of their next turn.
Genjutsu
As a Bonus Action. You can invoke a mind-affecting illusion on a creature within 10 ft, forcing it to make a Wisdom save. On failure, it is either frightened or charmed (your choice) until the end of your next turn.
Enhanced: Effect lasts 1 minute and have Disadvantage save at the end of each turn.
Grappling Hook
As a Bonus Action: Pull yourself 30 ft to an unoccupied space. Doesn’t provoke opportunity attacks.
Enhanced: Can now pull an ally within 30 ft as a reaction when they are targeted by an attack.
Iron Body
When hit, use a reaction to reduce damage by Shinobi Die and gain Advantage on Strength & Constitution saves until the end of your next turn.
Enhanced: Damage reduction increases to Shinobi Die + your Proficiency, and you gain resistance to bludgeoning, piercing, and slashing damage.
Ninjutsu Scroll
During a Long Rest, engrave one spell (up to 3rd level) into a Ninjutsu Scroll.
You may only engrave a spell by the following:
- A spell you learned
- From a spell scroll, spell book or magic item.
- Taught to you by a spellcasting creature.
As a Bonus Action. You may cast it using Shinobi Dice equal to the spell level and requires somatic ninjutsu hand signs. (LVL 1 spells cost 1 Shinobi Dice, LVL 2 spells cost 2 and so on)
Enhanced: You can now store two different spells in separate Ninjutsu Scrolls (up to 5th level), each usable once.
Paralyzing Toxin
As a Bonus Action. You coat your weapon/ammo with a paralyzing toxin. On hit, a creature must make a Con save or is Paralyzed until the end of your next turn.
Enhanced: Paralyzed lasts 1 minute (save at the end of each turn).
Phantom Wind Cloak
As a Bonus Action: You wear specialized cloak and increase your speed by +20 ft until end of turn. You can dash through enemies’ spaces without provoking opportunity attacks.
Enhanced: Speed bonus increases to +30 ft, and you can dash twice in midair before landing.
Shadow Ambush
When you make a Stealth check or an Initiative roll, you can expend a Shinobi Die and add it to the roll.
Enhanced: When you enter combat, you may choose a creature lower in the Initiative order and teleport behind them (within 5 ft).
Shadow Recon
When making an Investigation check, add your Shinobi Die to the roll.
Enhanced: You also add your Proficiency Bonus to the check.
Shadow Step
As a Bonus Action, you gain the ability to move into the shadows. You may teleport 30 ft to Dim light or Darkness.
Enhanced: Can now be used as a reaction when hit.
Shadow Stride
As a Bonus Action. You gain the ability run across vertical surfaces and water as if they were solid ground until the end of your turn.
Enhanced: You can now stand on walls and water indefinitely when this ability ends, but you cannot move until you activate it again.
Shadow Veil
In Dim light or Darkness, use a bonus action to become Invisible until the start of your next turn.
Enhanced: You can remain Invisible for 1 minute or until you attack.
Shuriken Storm
As a Bonus Action, throw a barrage of Shuriken in a 15-ft cone. All creatures within the area must make a Dex saving throw or take damage equal Shinobi Die.
Enhanced: Creatures who fail have Disadvantage on Attack rolls until the start of your next turn.
Smoke Bomb
As Bonus Action, you throw a Smoke bomb that produces a black smoke that covers up to 10 ft radius and is Heavily Obscured. (Smoke disappears at the end of your next turn) You gain Darkvision inside the smoke up to the radius of the smoke.
Enhanced: Radius is increased to 15 ft.
Summoning Scroll
You have the ability to make contracts with a friendly, tamed, and/or subdued creature, sealing them in a mystical scroll. As a Bonus Action, You can summon one contracted creature (Small or Medium) for 10 minutes or until it dies. You may only have one contracted creature at a time and there must be space to accommodate it. Summoning requires Shinobi Dice based on its size and requires somatic ninjutsu hand signs. When a creature dies your contract ends with that creature.
Enhanced: You can now summon a Large creature. Your summon gains temporary HP equal to your Rogue level.
| CREATURE SIZE | SHINOBI DICE REQUIRED |
|---|---|
| Tiny or Small | 1 Shinobi Die |
| Medium | 2 Shinobi Dice |
| Large | 5 Shinobi Dice |
Level 3: Master’s Edge
Shinobi are trained to wield any weapon to deadly effect but you can choose to master one. Gain proficiency to that chosen weapon (Type of Ability score required for the weapon does not change.)
Your Sneak Attack feature applies to the chosen weapon you wield, not just finesse or ranged weapons.
New Weapons
| Weapon Name | Weapon Type(Variant of) |
|---|---|
| Katana | Longsword |
| Odachi | Greatsword |
| Wakizashi | Shortsword |
| Tanto | Dagger |
| Kunai | Dart |
| Shuriken | Dart |
| Naginata | Glaive |
| Bo Staff | Quarterstaff |
| Kusarigama | Whip |
Level 9: Shadow Instincts
Your heightened reflexes allow you to strike with relentless aggression and move with absolute silence.
You gain the following benefits:
Swift Assault: When you deal damage with a weapon attack, you may forgo adding Sneak Attack to use one Shinobi Tactic as part of the same action.
Silent Movement: You move without making a sound. You gain Advantage on Stealth checks.
Phantom Reflexes: You can take a Reaction when you fall to reduce any damage you take from the fall by 3 times your Rogue level.
Level 13: Shinobi Tactics Mastery
Your expertise with Shinobi Tactics has advanced, unlocking new capabilities.
Your Shinobi Die becomes a d10.
All your Shinobi Tactics now have enhanced effects and you may now use two Shinobi Tactics per Bonus Action.
When you roll a Shinobi Die, you may reroll the die and take the higher result (1 once per turn).
Level 17: Death Blow
When you hit a creature with Sneak Attack and is afflicted by a status effect (such as poisoned, blinded, stunned, restrained or frightened, etc), they must make a Constitution saving throw (DC = 8 + Dexterity modifier + proficiency bonus), or the attack’s damage is doubled against the target. If you critically hit a creature that fails this save, they are immediately reduced to 0 HP if they have 50 HP or less.
Your Shinobi Dice are now d12
Previous Versions
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3/7/2025 7:23:33 PM
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