Roguish Archetype: Shinobi

by HicksDude

Search GM Binder Visit User Profile

Art by cobaltplasma

Roguish Archetype:
Shinobi V1.2

Rogues of this archetype have no qualms with using underhanded tactics or stealth to gain an upper hand on their enemies. They prefer to stay to the shadows and when they choose to strike, take away a creature's sight so attacking them is just as easy as hiding from them. Many assassins, bounty hunters, and of course ninjas will follow this archetype, trading the glory and honor of a fair duel for the safety and effectiveness of striking when they least expect it.

Tools of the Shadows

At 3rd level, you learn how to create tools and objects that help you in your adventures through the shadows. As an action, you can expend a use of this ability to create one of the affects listed below. You gain an amount of uses equal to your Dexterity modifier, and regain any expended uses when you finish a short or long rest. If an option requires a saving throw, your Tools of the Shadows save DC equals 8 + your proficiency bonus + your Dexterity modifier.

Blinding Haze. You can summon a cloud of dirt, ash, or broken glass and force any creatures within a 5 foot cone in a direction of your choice to make a Dexterity or Constitution saving throw (their choice), on a failure they are blinded until the end of your next turn

Grease Trap. You can break of bottle of slick liquid on the ground. In a 10x10 foot area within 30 feet of you can make the ground slick and force any creatures in the area or end their turn there to make a Dexterity saving throw, being knocked prone on a failure. Regardless of failing or succeeding, all creatures treat the area as difficult terrain. This lasts for 1 minute or can be cleaned up using an action for each 5 feet.

Breath of Flame. You can fling a wad of material that you have set ablaze. You can force a creature within 15 feet of you to make a Dexterity saving throw, on a failure they take 1d6 + your Dexterity modifier in fire damage, and take additional fire damage equal to your Dexterity modifier at then end of their turn for 1 minute or until they take an an action to pat themselves down and end this effect.

The initial damage of this affect increases to 2d6 at 10th level and 3d6 at 17th level.

One with Silence

When you choose this archetype at 3rd level, you gain proficiency in the Stealth skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.

Master of Stealth

At 9th level, you can expertly move through the shadows with speed and grace. While in dim light or darkness, you gain an additional 20 feet to your movement speed. Additionally, if you enter combat while hidden you gain a bonus to your initiative equal to half your proficiency bonus (rounded up).

Art by Gao Haotong

Hidden One's Tools

At 13th level, you are always prepared for when you need to use your shinobi tools. When you roll initiative and have no uses of your Tools of the Shadows feature remaining, you regain one use.

Additionally, at the end of a long rest you design a new tool that helps you in your travels and missions. You choose one that gives you a listed benefit, and can change your chosen one out when you finish a long rest.

Swift Running Pads. You can move across liquids during your movement without falling in, if you end your turn on the liquid you fall in. Additionally, you can ignore difficult terrain.

Winged Sleeves. When you fall, you can instead choose to glide safely at 40 feet per round, ignoring any fall damage. Additionally, you can glide 10 feet horizontally for every 5 feet you move vertically.

Hooked Gloves. You gain a climbing speed equal to your movement speed. Additionally, when you aren't incapacitated you can hang from walls and ceilings.

Fear the Stalker

At 17th level, your sudden strikes cause fear to all who surround you. When you reduce a target to 0 hit points or land a critical hit on a target, you can force a number of creatures equal to half your rogue level (rounded down) within 30 feet of you to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier.

On a failure the creature is frightened of you for 1 minute and when you hit them with a weapon attack, you can deal half your Sneak Attack dice (rounded down) to them even if you do not have Sneak Attack against them. You can only deal this additional damage once per affected target. You can only use this ability once per long rest.

Created by Hicks Homebrew

Edited and helped by the wonderful people of the Discord of Many Things server.

Art by cobaltplasma and Gao Haotong

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.