Shinobi
The Shinobi is a master of stealth and cunning, blending into shadows and striking with deadly precision. They are tacticians and infiltrators, capable of slipping past their enemies unnoticed and striking with lethal precision. While others rely on brute force or magic, Shinobi Rogues rely on their cunning, agility, and an arsenal of tools to outwit their foes. Whether infiltrating a heavily guarded location or taking down targets without a trace, they move like shadows, never fully seen and never fully understood. In the end, their opponents are left in the dark, never fully understanding the silent force that brought their demise.
Shinobi Techniques
Starting at 3rd level, You learn the three maneuvers from the Battle Master subclass of the fighter. You gain a number of superiority dice equal to your proficiency bonus. These dice are d6s, a superiority die is expended when you use it, and you regain all expended superiority dice when you finish a long rest.
If the maneuver or tool require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Shinobi Technique/Arsenal DC= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Be Like a Shadow
When you choose this archetype at 3rd level, enemy creatures have disadvantage on sight based perception against you if you move no more than half your speed on the same turn.
Light as a Feather
Starting at 9th level, You are able to Attack while hidden without informing enemy creatures of your location. Additionally you are able to run on water when taking the Dash action.
Shinobi Arsenal
By 13th level, You learned ways to replicate certain magical effects through non magical means with a special arsenal of tools, crafted by utilizing your Thieves tools with Alchemist supplies.
Shinobi Tools
| Tool | Spell based Effect |
|---|---|
| Bolas | Ensnaring Strike |
| Caltrops | Grease |
| Energy ball | Goodberry |
| Flashbomb | Pyrotechnics |
| Flash Powder | Faerie Fire |
| Foot claws | Spider Climb |
| Sleep Dart | Sleep |
| Silent Steps | Pass without Trace |
Out of Sight
When you reach 17th level, All enemy creature's senses have disadantage against you, when you move no more than half your speed on the same turn. (Important to remember that for passive perception disadvantage translates to a -5)