Base Class: Monk
Way of the Shinobi No Mono
The Shinobi no Mono is a Monk tradition that specializes in lethality and escapability. Whether nullifying Fall damage, obscuring the battlefield, enhancing their Monk Weapon or Unarmed strikes, or striking at a distance, the Shinobi no Mono can appear to be several places at the same time. Shinobi no Mono are brought in as consummate professionals. They dispatch undead outbreaks, eliminate evil mages, and drive back Outsider invasions via their many techniques. Often confused for a kind of Rogue, the Shinobi no Mono prefers different methodology to remove threats and complete their assignments given to them by their clans. The Shinobi Arts that are practiced by the Shinobi no Mono are comprised of 3 ryuha or schools of study: Genjutsu, Ninjutsu, and Taijustu. Genjustsu - The Shinobi no Mono is able to confuse their enemies and enhance themselves using techniques that cause their mind to be both weapon and ward. Ninjutsu - The Shinobi no Mono begins to nullify Fall damage and throw bombs, eventually gaining access to the Ethereal. Taijutsu - The Shinobi no Mono can enhance their strikes. Eventually, they can hit so hard that Flurry of Blows can apply debilitating conditions on their foes.
Level 3: Shinobi Arts
Genjustsu
Blindsight 60ft. - Passive
Eyes of Dionaea - The target must make a Dexterity save (DC 15) or be restrained for 2 rounds at a range of 15ft. It costs 2 Ki points.
Ninjutsu
Bombs - As a Bonus Action, the Shinobi no Mono can throw 3 types of bombs. Only one bomb can be thrown per turn. Each bomb costs 2 Ki Points to throw. If used after Flurry of Blows, bomb throwing costs 1 Ki point. The first is a smoke bomb that heavily obscures a 20ft cube for 2 rounds with heavy fog. The fog dissipates after the end of the second round and the Shinobi no Mono can see in it. The second is a flashbang bomb that provokes a Dexterity save (DC 13) for all creatures within 10ft cube (save the Shinobi no Mono) and they become blind for 2 rounds if they fail the save. The third is a shrapnel bomb that causes 2d4 piercing damage, halves movement speed for 2 rounds, and does 2d4 piercing damage for the next 2 rounds to all creatures within a 10ft cube.
Fluidity - Gain a climb speed of 30ft and take no Fall damage from a height of 30ft or less.
Taijutsu
Enhanced Strike - Add 1d4 Force, Psychic, or Radiant, damage to Monk weapon strikes or convert Unarmed damage (plus your Dexterity modifier - minimum of 1) to Psychic, Radiant, or Force damage.
Level 6: Enhanced Shinobi Arts
Genjutsu
Recenter Self - For 2 Ki points, the Shinobi no Mono can heal themselves for 3d8 + 10 hp.
Wavering Image - As a reaction, the Shinobi no Mono may spend 2 Ki points to activate a displacement field around themselves. It functions the same as the Blur spell, although it is an activated ability and does not need to be cast. As an ability, it lasts until a long rest. The ability is deactivated if you have the Restrained, Paralyzed, or Incapacitated conditions.
Ninjutsu
Bombs -The effects of the bombs now last for 3 rounds instead of 2.
Ethereal Jaunt - Twice per long rest, the Shinobi no Mono can use the Ethereal Jaunt ability as a Bonus Action. It functions the same way for the Shinobi no Mono as it does for creatures, such as the Phase Spider.
Fluidity - The Shinobi no Mono has a climbing speed of 60ft and takes no fall damage from a height of 60ft or less. The Shinobi no Mono gains a swim speed of 40ft.
Spatial Distortion Strike - The Shinobi no Mono can convert all melee attacks to ranged attacks with a maximum range of 30ft. All Shinobi Arts can apply at this range. No penalty is incurred by using this ability whilst an enemy is within 5ft.
Taijutsu
Improved Enhanced Strike - Increase damage to 1d6 Force, Psychic, or Radiant damage as bonus damage on Monk weapon strikes or convert Unarmed damage (plus your Dexterity modifier - minimum or 1) to either Force, Psychic, or Radiant damage.
- When used with Flurry of Blows, the Force damage causes the target to make a Strength save (DC 15) or be knocked Prone for 2 rounds. If the target gets up before both rounds end, it provokes an Opportunity Attack.
- When used with Flurry of Blows, the Psychic damage causes the target to make a Wisdom save (DC 15) or be Charmed for 2 rounds. If the target is not attacked for both rounds, it takes an additional 2d8 Psychic damage at the end of the second round.
- When used with Flurry of Blows, the Radiant damage causes the target to make a Dexterity save (DC 15) or become Frightened for 2 rounds. Undead attacked this way automatically have the Frightened condition.
Level 11: Completed Shinobi Arts
Genjutsu
Paralysis Stare - The target must make an Intelligence save (DC 17) or be paralyzed for 2 rounds. This costs 3 Ki points.
Ethereal Sight - The Shinobi no Mono can see with Ethereal vision, revealing ghosts, invisible creatures and objects on the Ethereal Plane.
Ninjutsu
Bombs - After Flurry of Blows has been activated, tossing bombs no longer costs Ki Points and 2 bombs can be tossed at once. The damage of the shrapnel bombs increases to 4 rounds and does 4d4 damage each round.
Ethereal Jaunt - Uses increases to 5 times per long rest.
Fluidity - The Shinobi no Mono has a climb speed of 120ft and takes no fall damage when falling from 200ft or less. The Shinobi no Mono gains a swim speed of 80ft. The Shinobi no Mono also gains the Water Breathing ability.
Spatial Distortion Movement - The Shinobi no Mono can teleport up to 60ft, can do so as a reaction, and if teleporting directly above an enemy as a result of a reaction, adds an additional 3d12 of either Psychic, Radiation, or Force Damage (your choice) plus half the fall damage an enemy would have taken if it fell from 60ft (3d6 bludgeoning) to any enemy within 10ft. Enemies that can fly do not take the added fall damage but are considered restrained and can no longer hover. This ability can be used as many times as your Dexterity modifier (minimum of 1) and is recharged on a long rest.
Taijutsu
Superior Enhanced Strike - Increase damage to 1d8 Force, Psychic, or Radiant damage as bonus damage on Monk weapon strikes or convert Unarmed damage (plus your Dexterity modifier added TWICE - minimum or 2) to either Force, Psychic, or Radiant damage.
- Force Damage - The Prone condition lasts 3 rounds instead of 2.
- Psychic Damage - The Charmed condition lasts 3 rounds instead of 2. The damage increases to 4d8 if the Charmed creature is unharmed by the end of the third round.
- Radiant Damage - The Frightened condition lasts 3 rounds instead of 2. Instead of being automatically Frightened, undead attacked this way are automatically paralyzed for 1 round.
Level 17: Perfected Shinobi Arts
Death Strike - The target must succeed on an Intelligence saving throw (DC 17) or take 4d8 Force, 4d8 Psychic, and 4d8 Radiant damage and become blind, frightened, and paralyzed for 4 rounds. On a successful save, the target is knocked prone, takes half damage, and is slowed. If Death Strike is used after a successful a Stunning Strike, it is an automatic critical hit. If Death Strike is used after paralysis is already applied, the target will die. It costs 3 Focus Points to use this ability. It takes an action to use Death Strike. It costs 4 Ki points.
Ghostform - The Shinobi no Mono has mastered the Shinobi Arts to such a degree that they can exist in their Ghostform. Twice per long rest, the Shinobi no Mono may expend all of their Ki points to become incorporeal. In such a state, the Shinobi no Mono is immune to all nonmagical attacks, is restricted from attacking with nonmagical Monk weapons, immune to critical hits and the Blindness, Frightened, Restrained, Paralyzed, and Grappled conditions. The Shinobi no Mono may pass through solid objects, water as easily as air, takes no fall damage, and halves the damage from all attacks, save Force attacks and attacks made from the Ethereal plane. When stacked with the Evasion ability, you take no damage even if you fail the Dexterity save.
Shinobi Arts - Genjutsu
Starting when you choose this tradition at 3rd level, you can manipulate your Ki to give you the following benefits:
- You gain Blindsight as a passive ability out to 60ft.
- Eyes of Dionaea - The Shinobi no Mono uses Genjutsu to force a target to make a Dexterity save (DC 15) or be Restrained for 2 rounds at a range of 15ft.
Blindsight
Blindsight 60ft. - Passive
Shinobi Arts - Ninjutsu
Bombs - At 3rd level, you gain the ability to throw bombs. As a Bonus Action, the Shinobi no Mono can throw 3 types of bombs. Only one bomb can be thrown per turn. Each bomb costs 2 Ki Points to throw. If used after Flurry of Blows, bomb throwing costs 1 Ki point. The first is a smoke bomb that heavily obscures a 20ft cube for 2 rounds with heavy fog. The fog dissipates after the end of the second round and the Shinobi no Mono can see in it. The second is a flashbang bomb that provokes a Dexterity save for all creatures within 10ft cube (save the Shinobi no Mono) and they become blind for 2 rounds if they fail the save. The third is a shrapnel bomb that causes 2d4 piercing damage, halves movement speed for 2 rounds, and does 2d4 piercing damage for the next 2 rounds to all creatures within a 10ft cube.
Fluidity - The Shinobi no Mono has a climbing speed of 30ft. The Shinobi no Mono takes no fall damage from a height of 30ft or less.
Shinobi Arts - Taijutsu
Enhanced Strike - Add 1d4 Force, Psychic, or Radiant, damage to Monk weapon strikes or convert Unarmed damage (plus your Dexterity modifier - minimum of 1) to Psychic, Radiant, or Force damage.
Enhanced Shinobi Arts - Genjutsu
Recenter Self - For 2 Ki points, the Shinobi no Mono can heal themselves for 3d8 + 10 hp.
Wavering Image - As a reaction, the Shinobi no Mono may spend 2 Ki points to activate a displacement field around themselves. It functions the same as the Blur spell, although it is an activated ability and does not need to be cast. As an ability, it lasts until a long rest. The ability is deactivated if you have the Restrained, Paralyzed, or Incapacitated conditions.
Recenter Self
Recenter Self - For 2 Ki points, the Shinobi no Mono can heal themselves for 3d8 + 10 hp.
Wavering Image
Wavering Image - As a reaction, the Shinobi no Mono may spend 2 Ki points to activate a displacement field around themselves. It functions the same as the Blur spell, although it is an activated ability and does not need to be cast. As an ability, it lasts until a long rest. The ability is deactivated if you have the Restrained, Paralyzed, or Incapacitated conditions.
Enhanced Shinobi Arts - Ninjutsu
Ethereal Jaunt - Twice per long rest, the Shinobi no Mono can use the Ethereal Jaunt ability as a Bonus Action. It functions the same way for the Shinobi no Mono as it does for creatures, such as the Phase Spider.
Spatial Distortion Strike - The Shinobi no Mono can convert all melee attacks to ranged attacks with a maximum range of 30ft. All Shinobi Arts can apply at this range. No penalty is incurred by using this ability whilst an enemy is within 5ft.
Completed Shinobi Arts - Genjutsu
Paralysis Stare - The target must make an Intelligence save (DC 17) or be paralyzed for 2 rounds. This costs 3 Ki points.
Ethereal Sight - The Shinobi no Mono can see with Ethereal vision, revealing ghosts, invisible creatures and objects on the Ethereal Plane.
Completed Shinobi Arts - Ninjutsu
Spatial Distortion Movement - The Shinobi no Mono can teleport up to 60ft, can do so as a reaction, and if teleporting directly above an enemy as a result of a reaction, adds an additional 3d12 of either Psychic, Radiation, or Force Damage (your choice) plus half the fall damage an enemy would have taken if it fell from 60ft (3d6 bludgeoning) to any enemy within 10ft. Enemies that can fly do not take the added fall damage but are considered restrained and can no longer hover. This ability can be used as many times as your Dexterity modifier (minimum of 1) and is recharged on a long rest.
Perfected Shinobi Arts - Taijutsu
Death Strike - The target must succeed on an Intelligence saving throw (DC 17) or take 4d8 Force, 4d8 Psychic, and 4d8 Radiant damage and become blind, frightened, and paralyzed for 4 rounds. On a successful save, the target is knocked prone, takes half damage, and is slowed. If Death Strike is used after a successful a Stunning Strike, it is an automatic critical hit. If Death Strike is used after paralysis is already applied, the target will die. It costs 3 Focus Points to use this ability. It takes an action to use Death Strike. It costs 4 Ki points.
Perfected Shinobi Arts - Ninjutsu
Ghostform - The Shinobi no Mono has mastered the Shinobi Arts to such a degree that they can exist in their Ghostform. Twice per long rest, the Shinobi no Mono may expend all of their Ki points to become incorporeal. In such a state, the Shinobi no Mono is immune to all nonmagical attacks, is restricted from attacking with nonmagical Monk weapons, immune to critical hits and the Blindness, Frightened, Restrained, Paralyzed, and Grappled conditions. The Shinobi no Mono may pass through solid objects, water as easily as air, takes no fall damage, and halves the damage from all attacks, save Force attacks and attacks made from the Ethereal plane. When stacked with the Evasion ability, you take no damage even if you fail the Dexterity save.
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