Shinobi
Rogue
Level 3: One with Silence
You learn the foundational teachings of your order, allowing you to move unseen and unheard. You gain the following benefits:
- You gain a Climb Speed equal to your Speed.
- Dim Light doesn't impose Disadvantage on Wisdom (Perception) checks that rely on sight.
- While you are in Dim Light, Darkness, or another form of obscurity, you have Advantage on Dexterity (Stealth) checks.
Level 3: Shinobi Techniques
Whenever you finish a Long Rest, choose three Shinobi Techniques from the list below. You can use each chosen technique once. You regain all expended uses when you finish a Short Rest. If a technique requires a saving throw, the save DC equals: 8 + your Proficiency Bonus + your Dexterity modifier
Chain Line
When you deal Sneak Attack damage to a creature. You attempt to bind the target with hidden wire. The target must succeed on a Dexterity saving throw or have its Speed reduced to 0 until the end of its next turn. The target or a creature or within 5 feet of the target can use its Action to free it, ending the effect early.
Smoke Bomb
As a Bonus Action, you deploy a smoke bomb at your feet creating a 10-foot-radius sphere centered on you. This area becomes Heavily Obscured until the start of your next turn.
Grease Trap
As an action, you deploy grease onto the ground in front of you creating a 15 foot cone of slick liquid. Any creature that enters or starts their turn in the grease must make a Dexterity saving throw or is knocked prone on a failure. Regardless of a creature succeeding or failing the saving throw, the area is treated as difficult terrain. This last for 1 minute or until a creature spends an action to clean the area.
Disguise Technique
As an action, you can use disguises, cosmetics, clothing adjustments, and misdirection to alter your appearance. A creature inspecting your disguise must succeed on an Intelligence (Investigation) check to recognize the disguise. The disguise remains for 8 hours unless removed.
Water Technique
As a bonus Action, you adapt your body to aquatic environments. For 1 hour, you gain a Swim Speed equal to your Speed and can hold your breath for up to 15 minutes.
Shuriken Technique
As an action, You unleash a volley of specialized throwing blades. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes Piercing damage equal to 1d6 + your Rogue level. On a successful save, it takes half as much damage. The damage increases to 3d6 at 11th level and 4d6 at 17th level.
Fire Technique
As an action, you blow a breath of flames in a 15ft cone originating from you. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 2d10 Fire damage. On a successful save, it takes half as much damage. The damage increases to 3d10 at 11th level and 4d10 at 17th level.
Level 9: Shadow Clone
As a Bonus Action, you create a Shadow Clone in an unoccupied space you can see within 30 feet of yourself. The clone lasts for 1 hour or until your Concentration ends (as if concentrating on a spell). The clone is a perfect visual copy of you. As a free action on each of your turns, you can move the clone up to 30 feet to a space you can see. The clone must remain within 120 feet of you. The Shadow Clone counts as an ally for the purpose of your Sneak Attack feature. If it moves farther away, it dissipates. Additionally, the clone immediately dissipates if:
- It is subjected to an effect that deals damage.
You can create a Shadow Clone a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Level 13: Human Shield
You have learned to turn nearby creatures into unwilling protection. When you use Uncanny Dodge and another creature is within 5 feet of you, you can cause the triggering attack to target that creature instead of you. The attacker uses the same attack roll against the new target. The attack may miss if the new target's AC is higher than yours. If the attack is redirected, you take no damage from it.
Level 17: Killing Spree
You have mastered the art of striking swiftly and vanishing before your enemies can react. When you reduce a creature to 0 Hit Points with a weapon attack, you can immediately move up to half your Speed and make one weapon attack against a different creature. If that attack reduces a creature to 0 Hit Points, you can repeat this effect, moving and attacking again. Each movement granted by this feature does not provoke Opportunity Attacks