Base Class: Monk
The Shinobi are silent warriors who move with a dancer's grace and kill with the precision that can only come from a lifetime of disciplined training.
Monks of the Way of the Shinobi train in methods of espionage, deception, and surprise attacks. Using tools and weapons to gain the upper hand in completing their mission. Unlike some schools these monks focus more on weapon training and skills over manipulation of shadow. Usually raised from a very young age to become a shinobi once one has begun down the path the only escape is death.
Path of the Shinobi
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.
Shinobi Weapons. Choose two types of weapons to be your Shinobi weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Shinobi weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a Shinobi weapon for you, following the criteria above. In addition, any hit you score against a creature that is surprised is a critical hit as long as you are using you shinobi weapon.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a Shinobi weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Shinobi’s Shot. You can use a bonus action on your turn to make your ranged attacks with a Shinobi weapon more deadly. When you do so, any target you hit with a ranged attack using a Shinobi weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with stealth and the poisoner’s kit.
One with the Blade
At 6th level, you extend your ki into your Shinobi weapons, granting you the following benefits.
Magic Shinobi Weapons. Your attacks with your Shinobi weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a Shinobi weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Shinobi Tools
At 6th level you gain the ability to craft smoke grenades and darts during a long rest. Your DM will need to decide what materials will be required for this and the cost of such materials but these should be made readily available once you reach this level.
Sharpen the Blade
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one shinobi weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Shinobi Tool Mastery
At 11th level you master your shinobi tools and gain additional ways to use your shinobi tools:
- You can see through smoke created by your smoke grenades. This ability only works for smoke grenades you have created.
- Whilst attacking a target obscured by your smoke grenades you may spend 1 ki point to gain advantage on the attack roll.
- When you make a ranged attack using a dart you may spend up to 3 ki points to throw that many additional darts. These darts count as a single attack, and can only hit one target.
Unerring Accuracy
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Mist Raven
At 17th level you gain the ability to teleport short distances. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space obscured by your smoke grenades, that you can see.
Previous Versions
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