Rogue
Base Class: Rogue

You are a rogue agent with training from a far-off land. Nimble moves and swift deadly strikes are only the basics of techniques you are to learn. With intense discipline and training, you have focused and intensified your inner ki. Using this mystical energy within you, you are able to pull off unbelievable feats that would be impossible even for a veteran rogue who has only mastered subterfuge and acrobatics. There are more techniques than even an elf could learn in a lifetime, so you must be decisive and insightful in choosing which arts to master.

Inner Ki

Starting at 3rd level, you have trained diligently to be able to utilize the mystic energy within yourself. You have a pool of Ki points that you can spend on special Ninja Arts. You have a number of points equal to half your rogue level, rounded up. After finishing a short or long rest, you regain all expended Ki.

If you gain a pool of Ki points from another class feature, you only gain whichever pool would be larger, though you can use the points to utilize abilities from either class.

Shinobi Training

When you choose this archetype at 3rd level, your shinobi training has begun, allowing you to choose two arts from the Ninja Arts list. You learn additional Ninja Arts at 9th, and 13th. At 17th level, you  can learn one secret art of your choosing, or another basic Ninja Art.

Whenever you learn a new Ninja Art, you can also replace one that you already know with a different one. You can only have up to 1 secret art known.

Some Ninja Arts cause enemies to have to roll a saving throw to resist its effects. These abilities have a DC equal to 8 + your proficiency + your WIS modifier.

Ninja Arts

The following list of Ninja Arts is presented in alphabetical order. Some of the arts require you to be a higher level in this class to master.

Clone Jutsu

By dispersing your Ki, you are able to create misty copies of yourself to throw off your foes. You can spend 2 Ki points to cast mirror image

Environmental Immunity

After completing a short rest in an area with extreme weather conditions (extreme heat or cold, sandstorm, etc.) you gain immunity to effects from those conditions. Additionally, you can spend 1 Ki point to gain dark vision out to a range of 60 feet for 1 hour. If you already have darkvision, the range is increased by 60 feet.

Flame Breath Jutsu

Using super combustible liquid sprayed out and ignited with your ki, you are able to blast out a torrent of fire in front of you. As an action, you can unleash flames in a 15 ft cone in front of you. Any creature hit can attempt a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half damage if they succeed. You can a number of Ki points to increase the damage by 1d10 per point, up to a max of 3 Ki points. Once this ability is used, you cannot do so again for 1 minute.

Genjutsu

By forcing your ki upon your enemies psyche, you attempt to lock them in a prison of their own mind. You can spend 3 Ki points cast hypnotic pattern.

Kappa Step

You learn to move like the Kappa, allowing you to move across the surface of liquids while moving. During your movement, you can run across the surface of liquids, but you cannot end your movement at any point while standing on the liquid. You can spend 2 Ki points to emulate the Kappa even better, giving you a swim speed equal to your walking speed and the ability to breath underwater for 1 hour.

Master of Arms

You may choose two weapons to gain proficiency with. You can use sneak attack when attacking with this weapon even if it does not have the finesse property.

Master of Poison

You can easily create a special version of basic poison, Anyone who does not have this ability can’t properly utilize this poison. Additionally, you can only store one vial of the poison at a time. As part of short or long rest, you can create a new vial of poison, doing so will cause any previous bottles to become inert. The poison can be applied to a weapon as an action, causing attacks made with it for the next hour to inject your target the poison. Creatures hit must succeed on a DC 10 Constitution saving throw or take an extra 1d6 poison damage. Additionally when you hit a creature with a poisoned weapon, you can spend 2 Ki point to impose disadvantage on the creature’s saving throw made to resist the poison for 1 minute.

At 9th level, the damage of your special poison is increased to 2d6 with a DC 12, and at 13th level, it becomes 3d6 with a DC 14. At 17th level, the DC becomes equal to your ninja arts DC (if its higher than 14) and creatures that fail the save are also considered poisoned until the start of your next turn.

Secret Art: Form Shifter

You have made your form malleable, able to reform into any number of dangerous or cunning beasts. As an action, spend at least 1 Ki point to transform into any type of creature that is not a construct, elemental, plant, or undead. The number of Ki points you spend to activate this ability determines the maximum CR of creature that you can become. This transformation requires concentration as if it were a spell, and lasts up to 1 hour. When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. The transformation also ends early if you fall unconscious. 

Secret Art: Inescapable

At the pinnacle of your skill, no target will escape you. You can spend 2 Ki points to teleport up to 120 ft as a bonus action, appearing directly behind a target of your choosing. You do not have to know the exact location of your target to teleport in this way. Additionally, you have advantage on the first attack you make against the target within the next minute. 

Secret Art: Shadow Clone Jutsu

One of the pinnacle arts of a shinobi is the ability to create a substantial copy of yourself, from your own shadow. As an action, spend 5 Ki points to summon your shadow clone in an adjacent space. The clone has all of your stats, except its HP is half of your current HP and it has half as many ki points as you currently have (rounded down). The clone also has a copy of all of your equipment, though any magic items you have become mundane. The clone acts on your initiative under your control and can do anything you can do. You must concentrate to maintain the clone as if it were a spell. The clone and any equipment spawned with it disappears after 1 hour, or if it dies, or upon losing concentration on it.

Shuriken Storm

You can unleash rapid strikes from afar. When you make an attack to throw a finesse weapon that has the thrown property, you can throw 2 at once. The two weapons use the same attack roll, and you add extra damage modifiers only once. You can 1 ki point when you make the attack, but before the outcome is determined to create an echo of the weapons. Doing so doubling the number of projectiles and all of the projectiles are considered magical, for the purpose of overcome resistance and immunity. These extra projectiles are made of Ki energy and disappear after impacting.

Starting at 13th level, you can throw up to 3 at once. 

Smoke Bomb

You learn to craft smoke bombs. You have only one of these bombs at a time and can remake an expended bomb during a short or long rest. If you craft a new one, your old bombs that weren't used will become inert. As an action, you can throw the bomb anywhere with 30ft, obscuring a 15 ft radius area in thick smoke that blocks out all sight, even dark vision. The smoke lasts for 1 min. As part of the action you use to throw the bomb, you can spend 1 Ki point to enable yourself to see through the smoke unimpeded.

Substitution Jutsu

You are able to swiftly slip out of your targets perception by interposing a false target as a distraction. Whenever a creature makes an attack against you or one of your allies standing within 5 feet of you, you can use your reaction and spend 1 Ki point to impose disadvantage on the attack. If one of your clones or your shadow clone is also standing within 5 feet of you, you can instead redirect the attack to them. If you redirect the attack in this way, it automatically hits.

Swift Strike

You are able to weave in weapon attacks while using your Ninja Arts. Regardless of what action you take on your turn, as a bonus action, you can also make one melee weapon attack. If your action was used to activate a Ninja Art ability requiring at least 1 Ki point, your bonus action attack will have advantage.

Wind Walk Jutsu

Using your ki to manipulate air currents, your body becomes much lighter, and with enough concentration, you can even fly. The maximum distance of your long jump and high jump are doubled. Additionally, you can spend 1 Ki point to gain a fly speed equal to your walking speed until the end of your turn. If you end your turn mid-air, you will immediately fall.

Shinobi Expert

Learn a new ninja art.

Shinobi Elite

Learn a new ninja art.

Shinobi Master

Learn a shinobi secret art.

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