Base Class: Monk
You have trained in the art of the shinobi, learning how to use stealth and ninjitsu to your advantage in combat. Whether you are going for a stealthy approach for entering a castle or want to focus down single enemies in martial combat, this subclass focuses on mechanics and creativity to get the job done. You can learn to use the powers of life and death to your advantage, and later you can even sever the ties of immortality.
Bonus Proficiency
At 3rd level, you gain proficiency in Stealth and Acrobatics. If you are already proficient in both skills or in one skills, you can either replace both (or one) skills proficiency with another one, or gain expertise in one of these skills.
Additionally, you gain proficiency with the longsword and it counts as a monk weapon for you.
Ninjitsu
Also at 3rd level, you learn the arts of ninjitsu, special techniques that allow you to use your ki points in creative ways. You can choose one technique when you reach 3rd level, and gain additional techniques at 6th, 11th and 17th level. Certain techniques require higher levels to learn, and you must be that level in order to learn that technique. When you gain an additional technique, you can replace an already known technique with another one, in addition to learning a new one.
Assassination Ninjitsu
When have advantage on an attack against an enemy or attack from stealth (similar to sneak attack) you can spend 2 ki-points to deal sneak attack damage. The first 2 points you spend will cause you to do 2d6 additional damage, and for every 2 ki-points you spend after that you will deal an additional 1d6 damage, up to 5d6 extra damage. This feature technique can only be used once per turn.
Shadowstrike Ninjitsu
When you kill an enemy with an attack, you can spend 2 ki-points to teleport up to 10ft to an unoccupied space within 5ft of an enemy. If you teleport in this way, you can make 1 attack as a bonus action.
Owl-Dodge Ninjitsu
When you are targeted by an attack, you can spend 3 ki-points to dodge the attack by teleporting behind the attacker, disappearing and re-appearing in a puff of owl-feathers. You can use this feature before or after knowing if the attack lands, but before damage is rolled. This feature can only be used once per combat.
Far-Slash Ninjitsu
When you make an attack with a monk weapon, you can spend 1 ki-point to increase the range of the attack by 5ft. You can increase the range up to 30ft.
Phantom Shuriken Ninjitsu (6th Level required)
You can spend 2 ki-points to thrown 2 phantom shuriken as a bonus action. Their damage equals your 1d4 + your wisdom modifier physic damage, and ignore obstacles. You can throw additional shurkiens by spending addition ki-points. Additionally, you can spend a ki-point to force the creature to make a Wisdom Saving Throw. The DC equals 8 + your proficiency bonus + the amount of shurikens thrown. If the creature fails the save, you can make a stealth check at advantage, or a normal stealth check when the creature succeeds.
Alternatively, you can spend 1 ki-points to throw a single shuriken at a point or an object as an action. If you hit what you were aiming at, you can spend 2 ki-points to teleport as a bonus action to the shuriken while it is within 60ft of you. If an enemy is within 5 feet of the shuriken, you are not sneaking and the enemy has not seen you, you make a stealth check.
Double-Stike Ninjitsu (6th Level required)
When you use the attack action on your turn, you can spend 2 ki-points to make an additional attack. This attack can be with a weapon or an unarmed strike. This feature can be used a maximum of 2 times a round.
Healing Ninjitsu (11th Level required)
When you are below half of your maximum health, you can spend 5 ki-points to heal yourself for your double monk level + your wisdom modifier.
Restoration Ninjitsu (11th Level required)
You can spend 7 ki-points to cast greater restoration, but you can only target yourself.
Resurrection Ninjitsu (17th Level required)
When you are killed, either by failing all 3 death saving throws or being killed outright, you can spend all your ki-points to be revived with half your hitpoints, and regain ki-points equal to your wisdom modifier. This technique is very taxing on oneself, however, and you must wait a week before attempting this technique again. If your attempt to use this technique again before waiting a week, you only return with 1 hit point and do not regain ki-points, and can not use this feature again before waiting a month. Should you still try to use this technique again, you stabilize and do not regain consciousness, and can never re-use this feature again.
Should you lose the ability to use this technique, you can replace it with another technique of your choice.
Bloodsmoke Ninjitsu (17th Level required)
When you perform a Shinobi Deathblow on an enemy, you can spend 5 ki-points to turn the enemies blood into a cloud of smoke. The smoke works similairly to the Fog Cloud spell, expect you are invisible while inside the cloud. You can double the radius of the cloud by doubling the ki-points spend (e.g. spending 10 ki-points will make the radius of the cloud twice as big as the radius of the cloud if 5 ki-points were spent).
Shinobi Deathblow
At 6th, you have learned to strike vital body parts when attacking a weakened creature. When you make a melee attack against an enemy with less than half their maximum hit points, you can deal extra damage equal to your martial arts die. You can only deal this damage to an enemy once. This feature can not be used with flurry of blows.
Additionally, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Shinobi Counterstrike
At 11th level, you have honed your senses and can see an attack coming before it is attempted. When an enemy misses you with an attack, you can use your reaction to take the attack action against that enemy. You can not use flurry of blows, bonus action unarmed strike, ninjitsu techniques or other class features when using this feature.
Mid-air Deathblow
You have learned to strike at vital points in a flying enemy's body. Also at 11th level, if you are able to reach an airborne creature with your high jump or running high jump, you can perform a Shinobi Deathblow on it.
Mortal Strike
You have learned to sever a creature from their mortality, or immortality if they have achieved it. At 17th level, when you reduce an enemy to 0 hitpoints, you regain ki-points equal to your wisdom modifier. Additionally, your melee weapon attack range increases by 5ft, unarmed strike and flurry of blows does not benefit from this increase.
Also at 17th level, your Shinobi Deathblow damage becomes necrotic damage and ignores resistance and immunity and you can spend ki-points to increase the damage you deal with your Deathblow. You can spend 2 ki-points to add an additional martial arts die to the damage roll. Additionally, if your Deathblow crits, the creature must make a DC20 Constitution saving throw, or it is killed instantly.
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