Rogue
Base Class: Rogue

Shadow assassins, masters of stealth and martial arts

Martial Arts

Ninjitsu

Ninjitsu

At 3rd level your practice of martial arts gives you mastery of combat styles that use unarmed strikes and ninja weapons, which are ninjatos(use scimitar statistics) and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only ninja weapons and you aren’t wearing armor heavier than Light or using a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and ninja weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or ninja weapon. This die changes as you gain levels.
  • When you use the Attack action with an unarmed strike or a ninja weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Certain clans use specialized forms of the ninja weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a ninja weapon, you can use the game statistics provided for the weapon in the Weapons section.

Fade Away

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Ninja Vanish

By 9th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. While you are invisible you leave no tracks or footprints.

Strike from the shadows

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Previous Versions

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7/15/2020 8:15:40 PM
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