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. 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 two techniques 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 you have advantage on an attack against an enemy or attack from stealth you can spend 2 ki-points to deal 2d6 extra damage. This feature technique can only be used once per turn.
Bloodsmoke Ninjitsu (17th level)
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 similarly to the Fog Cloud spell, except 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).
Double-Strike Ninjitsu (6th level)
When you use the Attack action on your turn, you can spend 2 ki-points to make one additional attack. This attack can be with a weapon or an unarmed strike. This feature can only be used once per turn.
Feather-Dodge Ninjitsu
When you are targeted by an attack, you can use your reaction to spend 2 ki-points and dodge the attack by teleporting behind the attacker, re-appearing in a puff of feathers. You can use this feature before or after knowing if the attack lands, but before damage is rolled. You cannot use this ninjitsu if the attack is a critical hit.
Flowing-Wound Ninjitsu
When you make a melee attack against an enemy, you can spend 1 ki-point to force that creature to make a Constitution saving throw. On a failed save, the creature starts to bleed heavily. On the start of each of its turns, the creature takes damage equal to your martial arts die. This effect cannot stack. A bleeding creature or an ally with 5 feet of it can use its action to make a medicine check against your Ki save DC. On a success, they stop the bleeding.
Healing Ninjitsu (11th level)
When you are below half of your maximum health, you can spend 5 ki-points as an action to heal yourself for your double monk level + your wisdom modifier.
Hollow-Foot Ninjitsu (6th level)
You can use an action to spend 3 ki-points to cast either Water Walk or Spider Climb on yourself. Spells cast using this feature only lasts 10 minutes and do not require concentration. When under the effects of this ninjitsu, your footsteps make no sound and you don’t leave any footprints.
Lightning-Palm Ninjitsu
When you take the Attack action on your turn, you can spend 1 ki-point to make a special melee attack. This attack counts as a melee spell attack and deals 1d10 lightning damage. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. You can choose to spend up to three ki-points to deal an extra d10 of damage per point spent.
Phantom-Shuriken Ninjitsu (6th level)
You can spend 2 ki-points to throw 2 phantom shuriken as a bonus action. They have a range of 60 feet. You are proficient with them, you add your Dexterity modifier to its attack and damage rolls, and they ignore half and three-quarters cover. Their damage is psychic and their damage die is a d4. You can throw additional shuriken by spending additional ki-points. You can also spend a ki-point to force the targeted creature to make a Wisdom Saving Throw. The DC equals 8 + your proficiency bonus + the amount of shuriken thrown. If the creature fails the save, you can make a stealth check to be hidden from that creature.
Alternatively, you can spend 1 ki-point 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 60 feet of you. If there are no enemies within 5 feet of the shuriken, and you are currently unseen, you can make a stealth check.
Restoration Ninjitsu (11th level)
You can spend 7 ki-points to cast greater restoration, but you can only target yourself.
Resurrection Ninjitsu (17th level)
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.
Shadow-Step Ninjitsu
When you kill an enemy with an attack, you can spend 2 ki-points to teleport up to 10 feet to an unoccupied space within 5 feet of an enemy. If you teleport in this way, you can make one attack as a bonus action.
Slashing-Wind Ninjitsu
When you make an attack with a monk weapon, you can spend 1 ki-point to increase the range of the attack by 5 feet. You can increase the range up to 15 feet. The damage of this attack is increased by 1d4 force damage per ki point spent.
Shinobi Deathblow
At 6th level, 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 per turn.
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 make a single attack against that enemy.
Mid-air Deathblow
Also at 11th level, you have learned to strike at vital points in a flying enemy's body. When you make a melee attack against flying creature immediately after making a high or long jump, you can spend 2 ki-points to force the creature to make a Constitution saving throw against your ki save DC. On a failed save, the creature takes damage type equal to two rolls of your martial arts die and falls prone as your ki sends a shock through their system. The damage is the same type as the weapon used to make the attack.
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 5 feet, 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.
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