Rogue
Base Class: Rogue

Shinobi of old follow an Iron Code, one that gives strict restrictions on who the rogue is allowed to follow, and absolute hold over the rogue. However, the Code has been burned away with time. Shinobi now simply employ the tactics of their previous incarnations tactics and trade. 
Shinobi employ the aid of their Shinobi tools. Many shinobi sever limbs, and wear unique prosthetics that hide the tools they use, however, many other shinobi simply hide their tools on their person.

(Art used in Avatar by MrChambers on NewGrounds, DnD Beyond doesn't allow for outside links, or else I would link them)

The Old Ways

You've learned enough from the old esoteric texts, or through your own research to be able to create your own tools.
Starting at 3rd level, you gain proficiency in Blacksmith and woodcarving tools. 
Additionally, you gain a climbing speed equal to your walking speed. When you are at least 50 feet above the ground, you have advantage on Wisdom (Perception) checks made to survey the land beneath.

Shinobi Tools

Starting at 3rd level, you have trained extensively, and are able to craft your own Shinobi tools. Any tools you have on your person are hidden, although a keen eye can find them. When a creature is searching you, they may make a Wisdom (Perception) or an Intelligence (Investigation) check to find the tools. The DC for this check equals 10 + your stealth modifier. You learn how to craft two shinobi tools from the options below, and learn an additional tool upon reach levels 9, 13, and 17. Any tool you know can be replaced by another upon gaining a level in the Rogue class.
You have a number of tool charges equal to your proficiency bonus, and using any of the tools below expends one use, unless otherwise stated. If any of the tools require a Saving Throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

  • Loaded Shuriken. You create a number of weapons with the light, and thrown property, and can use them on your turn as a bonus action., dealing 1d6 piercing damage on a hit, no matter what weapon you create.
  • Sparking Oil. You have a small compartment for oil always on your person, ready to unleash. On your turn, you may expend one use of the oil to give the next weapon attack you make deal an additional 1d4 fire damage. 
  • Divine Abduction. As a bonus action on your turn, you may pull out a large fan and activate it. Any large or smaller creature within 10 feet of you must succeed on a Strength Saving Throw or be turned around. You have advantage on all attacks against any creature that fails this Saving Throw until the end of your current turn. 
  • Gravity Fan. As a bonus action on your turn, you may pull out a large fan and activate it.. A five foot wide cylinder of high speed wind is created within 5 feet of you. It lasts for 1 minute, or until a strong wind disperses it. Any medium or smaller creature that steps into the cylinder is rocketed up 15 feet, and can choose to stay at the top of the cylinder until it disperses. If more than one creature enters the cylinder, the creatures must make a contested Strength check, with the winner being able to stay within the cylinder, and the loser being ejected from it. Any creature within the cylinder has disadvantage on melee weapon or spell attacks. 
  • Grappling Hook. As an action on your turn, you may throw a grappling hook up to 40 feet away from you. Make an attack against an AC determined by the DM, on a hit, you immediately move 20 feet towards the hook's anchor point. At the start of every one of your turns, you automatically move 20 feet towards the anchor point. You may take one medium or smaller creature with you, however, you only move 10 feet maximum with the grappling hook if you do so. 
  • Firecrackers. As a bonus action on your turn, you throw down a storm of firecrackers all around you. Any creature within 15 feet of you must succeed on a Constitution Saving Throw or be blinded until the end of their next turn.
  • Firecracker Attachment. After hitting a creature with a melee weapon attack, you may use a reaction to pop a small firecracker in their face, disorienting them. That creature cannot attempt an opportunity attack against you until the end of your turn.
  • Last Laugh. You are able to create small bombs that are easy to throw out, however they are dense, and can't be thrown out very far. You may take a reaction when you are immediately reduced to 0 hit points to drop on of these bombs. All creatures within 10 feet of you must make a Dexterity Saving Throw, taking 5d6 fire damage, or half as much on a success. You also immediately fail one death saving throw.
  • Dagger Pin. You fire off a large dagger from a device on your person. Make a ranged weapon attack roll against a creature within 20 feet of you. On a hit, deal 1d4 + Dexterity piercing damage, and the creature has their movement reduced to 0 until the end of their next turn. 
  • Nail Bomb. You may set a small bomb  anywhere within 5 feet of you, and giving a fuse before activation. A creature can make a Wisdom (Perception) check, or an Intelligence (Investigation) check to spot it against your passive stealth. When you set the bomb, you have until the end of your current turn to get out of its range, or it activates. At the end of your turn, if ANY creature steps within 20 feet of it, it explodes into a storm of cutting blades. Creatures within this explosion must make a Dexterity Saving Throw, or take 3d8 piercing damage, or half on a success. 

Bird of Prey

Starting at 9th level, you gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are at least 5 feet above it, or hit it while falling, provided you do not have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Additionally, you have advantage on Dexterity (Acrobatics) checks made to reduce or avoid fall damage. You are also resistant to fall damage. 

Fine Craftmanship

Starting at 13th level, you have honed your crafting of Shinobi prosthetics to its utmost. All prosthetics get either an upgrade, or a new aspect, as listed below:

  • Loaded Shuriken. You may put any weapon with the light and thrown properties into the Loaded Shuriken slot. If the weapon requires attunement, you must stay attuned in order to benefit from its effects while using it in this way. If you are not attuned, the attack is still considered magical. If a weapon is placed in the Loaded Shuriken, it cannot be removed without completing a short or long rest. Additionally, if the weapon's base damage is higher than 1d6, use its base damage die instead of the 1d6. Any weapon put into the Loaded Shuriken returns into the tool after firing it. 
  • Sparking Oil. You have learned to create more potent oil, any weapon you coat with this oil deals an additional 1d8 fire damage instead. 
  • Divine Abduction. You have learned to have your fan make a larger wind around you. The fan now effects huge or smaller creatures within 20 feet of you.
  • Gravity Fan. You have learned to strengthen the fan even more-so than it already was. The cylinder of wind now lifts creatures up to 30 feet, straight up. Additionally, it can now hold up to two creatures atop the cylinder. If a third creature enters, all creatures must make a contested Strength Checks, with the lowest roll being ejected. 
  • Grappling Hook. You have learned how to store stronger, and more rope within its device. The hook can now reach up to 60 feet away, and you have advantage on the attack roll in order to get it to stick. The hook also now only requires a Bonus Action to activate. 
  • Firecrackers. You have learned how to pull your firecrackers out faster. When you are targeted by an attack originating from within 10 feet of you, you may use your reaction to pop a firecracker towards them, giving the attacker disadvantage on the strike.
  • Firecracker Attachment. When activating this tool, the creature affected loses its ability to make any opportunity attacks until the start of their next turn.
  • Last Laugh. The damage from your last laugh increases to 8d6.
  • Dagger Pin. Your dagger now deals 1d6 damage. Additionally, you can target any body part of a creature with this. By targeting an arm, the creature must make a Strength Saving throw or drop whatever they are holding, or target wings, and the target must make a Strength Saving Throw or fall prone. Any other body parts, are up to your DM's discretion.
  • Nail Bomb. You Nail Bomb's damage increases to 6d8.

Deathblow

Starting at 17th level, you have mastered the esoteric arts of the Shinobi. When you hit a creature while at least 5 feet above them, you score a critical hit on a roll of 18, 19, or 20.

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