Artificer: Shinobi

by kingstarman

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Shinobi

The Shinobi is a highly trained spy for hire. Passing the secrets of the ninja from one clan member to the next these artificers use their mastery of technology and magic to enhance their espionage. Using all available tools and tricks, the most dangerous aspect of the Shinobi is that you will never know they are there until it is far too late, your secrets revealed and your life forfeit.

Artifices of Espionage

When you adopt this specialization at 3rd level, you gain proficiency with the Stealth skill and alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Expanded Spell List

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Shinobi Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Shinobi Spells
Spell Level Spells
3rd disguise self, fog cloud
5th misty step, mirror image
9th meld into stone, sending
13th freedom of movement, greater invisibility
17th modify memory, scrying

Ninja Tools

Additionally, at 3rd level, after you finish a long rest you can create a number of items equal to your Intelligence modifier from the Ninja Tools Table. If the item would cause a creature to make a saving throw the DC is equal to your Spell Save DC. Objects made this way are mundane and turn to ash 24 hours after they were made. You can make these items permanent if you use appropriate materials to craft them as determined by your DM.

Ninja Tool Options

When you use your Ninja Tools feature to create items choose from the list below.

Alchemists Fire
Caltrops (100)
Kuni (2x dagger)
Grappling Hock
Hunting Trap
Lantern, Bullseye
Lock and Key
Mask
Oil
Rope (50ft)
Vial of poison
Vial of Antitoxin

Shinobi Art: Ninpo

Also at 3rd level, when you deal damage using one of your ninja tools you can expend an artificer spell slot of 1st-level or higher to deal additional fire, cold, or lightning damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st

Additionally, you are proficient with improvised weapons.

Extra Attack

At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Shinobi Art: Genjutsu

At 9th level, the duty of ninja is to gather information on potential enemies of the clan. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities;

  • An ability score of your choice.
  • The Creatures AC.
  • The Creatures current hit points.

Additionally, when you learn something from this feature and you have been interacting with the creature you can force that creature to make a Charisma saving throw against your Spell Save DC. On a failed save, the creature is either charmed or frightened of you for the next 1 minute.

Striking Tiger, Leaping Shadow

At 15 level, achiving the greatest skill as a ninja you as as deadly as poison and as swift as night. Once per turn, when you deal damage to a creature that is either frightened or charmed by you, you can double the damage dealt to that creature.

Additionally, you can move along vertical surfaces and the surface of water without falling while you are moving.

Infusions

Amigasa

Item: A hat (requires attunement)

While wearing this hat, a creature gains advantage on Dexterity (Stealth) checks when in a crowd. The creature can use an action to cast the Disguise Self spell from it at will. The spell ends if the hat is removed.

Kusuri

Prerequisite: 6th-level artificer, Item: A pouch (requires attunement)

The pouch contains 4 pills. As an action, the creature can reach into this pouch and consume or feed an ally a pill. A creature who consumes one of these pills either gains 3d8 hit points or ends one condition on themself. The pouch regains 1d4 pills daily at dawn.

Uchitake

Item: A stone or piece of metal

As an action, when struck this stone or piece of metal sparks violently and casts the create bonfire cantrip.

Grass Whistle

Item: A leaf or whistle (requires attunement)

Blowing into this whistle summons forth a special companion to aid you. This can summon either a dog or hawk (your choice). The creature summoned acts under the rules as if it were summoned via the find familiar spell and it remains until it is either dismissed or killed.

 

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