Rogue
Base Class: Rogue

Through rigorous physical training and intense meditation, you have attuned to the latent natural energies within your body known as Ninki. Those of monastic traditions utilize similar energies to grant themselves strength, agility, and enlightenment; you, however, have tailored those energies specifically to function as an instrument of subterfuge and war, and to power the deadly art known as Ninjutsu. Shinobi are the eyes, ears, and blades of the daimyōs they serve, offering their lives to carry out the orders of their lord. However, not all shinobi are loyal to a ruling entity, some may be wanderers or outcasts, some shinobi might even band together to serve their own interests by playing multiple political entities at once.

Throwing Knife Expertise

A shinobi is constantly skirting through enemy territory, their daggers must therefore be easily concealed, compact, and deadly.

Starting at 3rd level, you may double the normal and long range of thrown daggers and +1 to damage dealt with daggers. Additionally, you can give yourself advantage on up to half your class level (rounded up) for ranged dagger attacks. You regain your number of advantage attacks each long rest.

Ninjutsu

When you choose this archetype at 3rd level, you learn Jutsu that are fueled by the energy within your body known as Ninki.

Jutsu. You learn three Jutsu of your choice, which are detailed below. All Jutsu are performed as Actions unless stated otherwise.

You learn two additional Jutsu of your choice at 9th, 13th, and 17th level. Each time you level up, you can also replace one Jutsu you know with a different one.

Ninki. You have four Ninki points. A Ninki point is expended when you use any Jutsu. You regain all of your expended Ninki points when you finish a long rest, and half of them (rounded down) after a short rest.

You gain another Ninki point at 9th level and one more at 13th level.

Saving Throws. Some of your Jutsu require your target to make a saving throw to resist the Jutsu’s effects. The saving throw DC is calculated as follows:

Jutsu save DC = 8 + your proficiency bonus + your Dexterity modifier

Breath of the Carp

 

Your control over your own internal organs and the elements is so disciplined that you can even extract oxygen from water. You gain the ability to breathe underwater for 10 minutes. You also gain a swim speed equal to your movement for this duration.

 

Flame Blossom

 

You choose a point within 40 feet of you to erupt in searing flame. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, and half as much damage on a successful save.

This damage becomes 6d6 at 17th level.

 

Fuma Shuriken

 

You throw an enormous shuriken that cuts through all creatures in a straight line 40 feet long and 5 feet wide that streaks away from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, and half as much damage on a successful save. This damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

This damage becomes 6d6 at 17th level.

 

Healing Breath

 

You clear your mind of all distractions and impurities while taking in a deep breath, channeling your spirit across your wounded body. You may immediately roll one hit die to regain hit points.

You may double the die roll for this healing at 17th level.

 

Lightning Stake

 

You summon a bolt of lightning that streaks toward a creature you can see within 40 feet of you with deadly precision. This creature immediately takes 2d6 lightning damage, plus your Dexterity modifier. This ability is guaranteed to hit unless the target is under the effect of the Shield spell.

This damage becomes 4d6 at 17th level.

 

Poison Spout

 

You cause foul water to shoot toward and plague a creature within 40 feet of you. That target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and deals half damage whenever it deals slashing, piercing, or bludgeoning damage with a weapon attack until the start of your next turn.

This damage increases to 4d6 at 17th level.

 

Salted Earth

 

You transform the surrounding landscape to become toxic to your enemies. A 15-foot-radius area that is centered on you when you use this ability is transformed into difficult terrain for 1 minute. Any creature that ends its turn within this area takes 1d6 poison damage. You are immune to the effects of this ability. You may place down two Salted Earths and have both active at a time, each usage consumes a Ninki point. Any further usages of this ability will replace the oldest one.

You must hold concentration on this ability like you would a spell. If your concentration is broken, the effect of all active Salted Earths ends immediately.

This damage increases to 2d6 at 17th level.

 

Shukuchi

 

You surround yourself in a thin veil of smoke or mist, harnessing the elements to displace yourself from where you stand. You can teleport up to 30 feet to an unoccupied space that you can see.

 

Smoke Screen

 

You are adept at making an escape, and can flee when your position is compromised. You create a 10-foot-radius sphere of smoke that is centered on you when you use this ability, it lasts until the end of your next turn. All creatures (including yourself) are blinded while in the smoke and cannot make opportunity attacks. Any creature that is still inside the smoke when you leave it does not know which direction you fled.

 

Snap Freeze

 

You make the air around a creature within 40 feet of you instantly freeze, slowing them to a crawl. That target must make a Constitution saving throw. On a failed save, the target takes 2d4 cold damage and has its movement halved until the start of your next turn.

This damage becomes 4d4 at 17th level.

 

Taijin

 

You exert your influence over the minds of the unprepared to have them assist you in your subterfuge. You attempt to charm a non-hostile humanoid you can see within 40 feet. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you for 10 minutes or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows it was charmed by you.

You must hold concentration on this ability like you would a spell.

 

Windrunning

 

You can command the wind around your body to grant you speed and agility, allowing you to traverse terrain that was previously impossible to traverse. Until the start of your next turn, you gain an additional 5 feet of movement, as well as the ability to run across vertical surfaces and liquids so long as you do not stop moving on your turn.

Flame Blossom

You choose a point within 40 feet of you to erupt in searing flame. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, and half as much damage on a successful save.

This damage becomes 6d6 at 17th level.

Fuma Shuriken

You throw an enormous shuriken that cuts through all creatures in a straight line 40 feet long and 5 feet wide that streaks away from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d4 slashing damage on a failed save, and half as much damage on a successful save. This damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

This damage becomes 8d4 at 17th level.

Lightning Stake

You summon a bolt of lightning that streaks toward a creature you can see within 40 feet of you with deadly precision. This creature immediately takes 2d6 lightning damage, plus your Dexterity modifier. This ability is guaranteed to hit unless the target is under the effect of the Shield spell.

This damage becomes 4d6 at 17th level.

Poison Spout

You cause foul water to shoot toward and plague a creature within 40 feet of you. That target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage and deals half damage whenever it deals slashing, piercing, or bludgeoning damage with a weapon attack until the start of your next turn.

This damage increases to 4d6 at 17th level.

Shukuchi

You surround yourself in a thin veil of smoke or mist, harnessing the elements to displace yourself from where you stand. You can teleport up to 30 feet to an unoccupied space that you can see.

Smoke Screen

You are adept at making an escape, and can flee when your position is compromised. You create a 10-foot-radius sphere of smoke that is centered on you when you use this ability, it lasts until the end of your next turn. All creatures (including yourself) are blinded while in the smoke and cannot make opportunity attacks. Any creature that is still inside the smoke when you leave it does not know which direction you fled.

Kiss of the Viper

At 9th level, you spend a portion of every morning creating volatile concoctions to apply to your weapons for the day. For 1 minute, you can add 1d8 poison or acid damage (your choice) to all of your weapon attacks. You may use this ability three times and regain all expended uses after a long rest.

Potent Ninjutsu

At 9th level, your attunement to your spirit and the manipulation of its Ninki has reached a new harmony. As a result, your Ninjutsu has become even more powerful. You may add your Dexterity modifier to the damage of any of your Jutsu.

Shadow Clones

At 13th level, your capabilities have reached a point where you are able to utilize one of the most secretive Ninjutsu techniques. As an Action or Bonus Action, you may summon a shadow clone of yourself for 1 minute. This clone has all of your abilities and equipment, but any magic items you have become mundane for it. Your shadow clones have hit points equal to twice your rogue level, they also share your initiative and follow your orders.

Each shadow clone can make an attack and opportunity attack for you, these attacks may benefit from your Sneak Attack feature (but only if Sneak Attack has not been used yet during this round).

Your shadow clones may also use Jutsu for you. If the Jutsu your clones use requires a bonus action, you must use your bonus action. Similarly, if the Jutsu requires a reaction, you must use your reaction.

If your shadow clone is within 5 feet of you when you are targeted for an attack, you can make the attack target your Shadow Clone instead.

You may have two shadow clones active at a time at 17th level.

You may use this ability twice and regain all expended uses after a long rest.

Ninjutsu Mastery

At 17th level, your control over your spiritual energies has reached its absolute pinnacle. You may double the damage and healing dice of any Jutsu you use. Your Jutsu also deal their normal damage if your enemy is resistant to their damage, and they deal half damage if your enemy is immune to their damage. You may also have an additional Shadow Clone active at once.

If you roll initiative and you have zero Ninki points remaining, you regain two uses.

Previous Versions

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