Rogue
Base Class: Rogue

Shunpo is an archetype based around mobility and survivability. 

When you choose this archetype at 3rd level, you unlock the art of Shunpos most famous trait; short form teleportation. As a bonus action, you teleport to a space within 5 ft of a creature within 30 ft of you. Until the end of your turn, you can use your Sneak Attack against a creature you used this ability on, even if you don't have advantage on the attack roll. 

This ability can be used an amount equal to your proficiency modifier. You regain all uses of this ability upon completion of a long rest.

Level 3: Low-Profile Travel

At 3rd level, you discover the ins and outs of all sorts of teleportation. When an ally uses an ability or casts a spell that would teleport you, you do not count towards the maximum creature count of the ability or spell.

For example, A wizard casts Teleport on a group of 8 plus a Shunpo Rogue. Teleport has a limit of 8 creatures plus the caster. The Shunpo Rogue is not counted towards the limit, even if selected to be teleported, allowing all 10 people present to be teleported.

Level 9: Preparation

At 9th level, you increase the ways you can teleport yourself. As a bonus action, you leave a mark on the ground where you are standing. This mark can be used in a variety of ways. The abilities that use the Mark cannot be used until the end of your turn that you placed it.

  • Return: As a reaction, you can teleport back to the Mark from up to a distance of 40 ft.
  • Burst: As an action you can burst the mark, forcing all hostile creatures within a 10 ft radius of the mark to make a Dc (8 + Proficiency Bonus + Dexterity Modifier) Dexterity saving throw. They take 2d10 slashing damage on a failure, half as much on a success.
  • Precision: When you land a Sneak Attack on a creature while either you or the creature is standing on the mark, you may reroll any 1s or 2s when calculating the damage. You can only do this once per die.

When the mark is used in any of these ways, it is destroyed. You can only have 1 Mark placed at a time. You can use this feature an amount of times equal to your proficiency modifier. You can regain a use of this ability if either a placed mark isnt used within a minute of placement, or if you use an action to retrieve a placed mark. You regain all uses of this ability upon completion of a Long Rest.

Level 13: Shock and Awe

At 13th level, your mastery over the element of surprise leaves your opponents unable to react. While in initiative, in the first round of combat, when you land an attack roll against an hostile creature, you can force them to make a DC(8+Proficiency Modifier+Charisma Modifier) Charisma saving throw. On a fail, they are Stunned until the start of your next turn. On a save, this effect does not happen.

This ability can be used once per short rest.

You also gain Advantage on Charisma(Intimidation) checks while in dim lighting.

Level 17: Bamf!

At 17th level, your Shunpo potential is fully realized. Hostile creatures you use your Blink ability on have disadvantage on attack rolls against you until the end of their turn, or until you Blink to a new target. 

Additionally, your teleportation skills have honed significantly. As an action, you and 1 additional creature you are touching teleport to a space up to 100 feet away that you can see. The additional creature can be no larger than 1 size larger than you. This ability can be used once per long rest.

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