Base Class: Rogue
"The shinobi drapes herself in shadow and draws out her blade. Before they even notice...it is too late. She surges in and strikes her targets vitals and in a flash of smoke she is gone. Now all that remains are her enemies as they stand there like mortified statues, falling all at once to the sound of the shinobi sheathing her weapon."
The Shinobi mixes the classic tropes of various ninja media. Use your weapon to attack multiple times applying sneak attack damage to each attack via your Shinobi Strike! This massive damage can only happen if you are not hurt after using this technique, that's where you must use your Mystic Arts to avoid your enemies until the enemies are vanquished.
The shinobi specializes in using speed and the mystical powers to escape danger.
Shinobi Strike
Whenever you hit a creature with a melee weapon and deal sneak attack damage, you can choose to not apply the damage in that moment and instead apply the damage at the start of your next turn. If you do this, you can then attack again and apply sneak attack damage to that attack as well. The damage does not happen until the start of your next turn, however, if you take damage at any time before the start of your next turn then the damage is lost.
Mystic Arts.
Mystic Arts. Every move you make has mystical flair! Whenever you use your Cunning Action you can apply a mystical effect to it. If a mystical art needs a saving throw, the DC is your dexterity bonus + proficency bonus + 8.
Mystical Leap (Dash). You gain supernatural agility! You use your Dexterity instead of Strength to determine jump distance and your jump distance is doubled this turn.
Mystical Substitution (Disengage). You can force a single creature with-in 5ft. of you to make an inteligence saving throw and on a failure they use and waste their reaction trying to attack you but it hits a decoy instead.
Mystical Smoke (Hide). You create a small cloud of smoke that heavily obscures you and takes up a 5ft sphere. The smoke cloud lasts until the start of your next turn.
Improved Shinobi Strike
Whenever you take damage after you use the Shinobi Strike feature but before you have applied the strike's damage, you can expend and roll any number of your hit point dice to stop from taking damage. If the number rolled is greater than the damage taken, then you don't take that damage and retain the effect of your Shinobi Strike. If the number rolled is less than the damage taken, you take the difference as damage and you lose the effect of your Shinobi Strike.
You also can use your cunning strike effects when you do a Shinobi Strike on each attack and when you reach level 11 you can apply 2 effects on each attack, paying the die cost on each effect.
Chain Shinobi Strikes
Chain Shinobi Strikes. You become effective at severing your enemies from the mortal coil all within a few short seconds! Whenever you use your Shinobi Strike feature and the damage that would be dealt is enough to bring the target creature(s) to 0 Hit Points, you can choose another creature and attack again so long as you are able to apply sneak attack damage. You can continue to do another extra attack as long as the last target would be dropped to 0 Hit Points and the target creature(s) are valid targets for Shinobi Strike.
Shinobi Master
Shinobi Master. You have mastered the mystical art of the shinobi and have become a whirlwind of death!
Shinobi Death Strike. You can now attack three times with your shinobi strike and if any of your attacks from shinobi strike or chain shinobi strikes would reduce a creature's Hit Points to 0, they gain the Incapacitated condition until the start of your next turn or if you lose the shinobi strike damage.
Mystical Master. You can choose two of your cunning action options as part of the same bonus action, you also gain the mystical arts associated with each choice you use.
Level 9: Advanced Mystic Arts
Your training has led to your mystic arts becoming even more supernatural! You gain the following additional benefits when you use the following options of your Mystic Arts feature.
Mystical Leap (Dash) You use your dexterity for jumping distance and your jump distance is tripled. Also, you can fall from a height equal to 3 times your rogue level without taking fall damage and falling prone.
Mystical Substitution (Disengage) You can now force all creatures that come with-in 5ft of you as your move around while disengaging with this effect to make an intelligence saving throw. On a failure they waste their reaction trying to attack you, only to hit a decoy instead.
Mystical Smoke (Hide) The smoke now covers a 10ft sphere centered on your location, the smoke heavily obscures you and last until the start of your next turn. Also, you can force creatures inside of the smoke to make a constitution saving throw or have the blinded condition until the end of its next turn.
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