Roguish Archetype: Shinobi
Shinobi’s are the movement in the shadows that you cannot see. They are the footprints on the ground that were never there. They are the reason that guards train, and they are the reason that their blood coats the ground when the Shinobi has finished their work. Naturally, the nature of a Shinobi is one of death, but it is also of understanding and patience. Death comes swiftly, silently, and painlessly for those who cross them. But for their mastery over death, they must understand what it means to take a life. They must study to retain clarity of mind, train to ensure their body is prepared, and meditate to reconcile with their actions.
Ninjutsu
Starting at 3rd level, you understand the finer points of a ninja’s stealth training. You gain the following benefits.
- You have a climbing speed equal to your walking speed and can cling to surfaces.
- Immediately after you use your Cunning Action, you can make a ranged weapon attack with a thrown weapon.
Thrown Weapon Specialist
Also at 3rd level, you become adept at using the Shinobi's weapons of choice, and start to understand their martial skills. You gain the following benefits
- You gain proficiency with shurikens
- You can use any weapon with the Light property as a thrown weapon with a range of 20/60. You can use your Dexterity modifier for the hit and damage rolls of ranged weapon attacks made with these weapons.
- When you make an attack with a thrown weapon, you can draw the weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.
Unseen Death
Starting at 9th level, you can use your Cunning Action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Courier of the Damned
By 13th level, your understanding of the art of the silent kill begins to become superhuman. When you trigger your sneak attack using a thrown weapon, your sneak attack die becomes a d8.
Induce Paranoia
When you reach 17th level, you are considered to be fear itself, the mind killer. Your name alone evokes an amount of paranoia in those you hunt, as if it were cursed. Whenever a creature would make a Wisdom (Perception) check or an Intelligence (Investigation) check as a contest against your Dexterity (Stealth) check, irrespective of either of the roles, you can choose to succeed on the Dexterity (Stealth) check automatically.
The target that you succeed against must then make a Wisdom saving throw, DC 8 + proficiency + dex mod. On a failed save, the target immediately takes 14d6 psychic damage as it perceives what can only be death itself, an apparition of their own demise. A creature that takes damage in this way does not recognize your presence, and rationalizes this vision in any way it can. Once you have used this feature you cannot do so again until you have finished a long rest.
Shuriken
Cost: 1sp
Damage: 1d4 slashing
Weight: 1/4 lbs.
Properties: Finesse, Thrown (range 30/120)


Credits
Art
Art by scabrouspensil.