Base Class: Rogue
You have been trained in the art of ninjutsu, using your kowledge of silent warfare and espionage to surprise your enemies from the shadows.
Poison Crafter
When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit. By spending 25 gp, you can create one vial of special ninja poison, which is ready to use after 24 hours. A creature can use its action to coat one melee weapon, three daggers, or up to three pieces of ammunition with the poison, which retains potency for 1 minute before drying. A creature hit by the poisoned weapon or ammunition takes 1d4 poison damage.
In addition, you can use the bonus action granted by your Cunning Action to use or apply poisons.
Shadow Stealth
At 3rd level, you gain darkvision out to a range of 60 ft. If you already have darkvision, its range increases by an additional 60 ft.
In addition, you have advantage on Wisdom (Perception) checks while you are in dim light or darkness, and you can attempt to Hide normally while in an area of dim light or darkness, even if your position or the terrain around you would not normally allow you to do so.
Kunai Expert
Starting at 3rd level, attacking at long range with daggers doesn't impose disadvantage on your ranged weapon attack rolls with them. In addition, if you are hidden from a target and miss it with a thrown dagger attack, the missed attack doesn't reveal your location to the target.
Ambusher
Starting at 9th level, you have advantage on initiative rolls. During your first turn in combat, you have advantage on any attack you make against a creature that has not taken its turn yet.
Wall Running
At 13th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Disappear Into Darkness
At 13th level, you are able to move through dark areas like a living shadow. While in dim light or darkness, you can use an action to become invisible, along with anything you are wearing or carrying. The invisibility ends if you attack, cast a spell, enter an area of bright light, become incapacitated, or use a bonus action to end it.
Decoy Switch
At 17th level, you are able to trick your enemies into targeting a body double rather than your actual self. If you are about to take damage, you can use your reaction to teleport up to 30 ft. to an unoccupied space, leaving a comically mundane decoy behind in your original position. The decoy takes all of that instance of damage instead of you, and then breaks. After teleporting, you can also attempt to Hide as part of the same reaction. Once you have used this feature, you can't do so again until you complete a short or long rest.
Comments