Shinobi
PrestigeEntry Requirements
All groups are required (AND). Within a group, requirements combine using that group’s operator (AND/OR).
- Fighter level 3+
- Ranger level 3+
- Monk level 3+
- Rogue level 4+
- Stealth — Expert
- Acrobatics — Expert
- Athletics — Trained
Prestige Level Progression
| Prestige Level | Counts-As Mode | Counts As |
|---|---|---|
| L1 | Choose | Rogue Ranger Monk Fighter |
| L2 | Fixed | Rogue |
| L3 | Fixed | Rogue |
| L4 | Choose | Rogue Ranger Monk Fighter |
| L5 | Fixed | Rogue |
| L6 | Fixed | Rogue |
| L7 | Fixed | Rogue |
| L8 | Choose | Rogue Ranger Monk Fighter |
| L9 | Fixed | Rogue |
| L10 | Fixed | Rogue |
| L11 | Fixed | Rogue |
Features
If you use a non-shinobi weapon, wear medium or light armor or carry a shield, you do not benefit from any of Shinboi's class feature nor can you use them
These are considered your Shinobi Weapons
- Katana
- Shuriken
- Kunai
- Dagger
- Kusarigama
You gain proficiency equal to your weapon proficiency for them, or expert, whichever is higher.
If you pick the former, then they follows your weapon proficiency,
If you pick the later for every 5 levels prestiege class afterwards, increase their proficiency by one tier.
You gain the following martial masteries|
Swiftstrike Counter(2 Action)
3 Points, Katana
Target a creature who missed an attack or had an attack parried by you in the previous turn. You launch a swift furious strike. Make two attacks, with the second attack MAP reduced by 2. Your first attack does a bonus of 5 damage on-hit and gains 2 armor piercing.
Swift Throw (Free Action)
2 Point, have shuriken or Kunai and using a katana or dagger
Once per turn, you can make a ranged attack with a shuriken or kunai after killing an enemy or critically hitting an enemy with a Shinobi melee weapon and then target towards an enemy within 15ft with the thrown weapon
You can spend 2 actions to reduce your movement speed down to 10ft and gain a -5 to defence.
During this you gain a +2 bonus to stealth and perception check and gain 45ft of tremor sense You cannot make attacks for 1 turn when you do this
Shinobis are highly skilled in combat and even more skilled at finding favorable fights.
When in melee range with one enemy and have no enemy within 30ft, you gain a +3 to defence against incoming attacks from that creature, This bonus increase to +5 if that creature was the receiving end of a surprise round
When you do Shinobi's fade, you gain a +2 to defence.
You gain the following Martial Masteries
Katana Eviscerate(2 Action)
5 Point, Katana.
Dash 5ft and make an attack with -2 to hit against a target who is off-guard and you are making a sneak attack against, You leap onto the target and plunge your Katana into the foe.
Forgo your sneak attack damage, you instead make an attack that replaces your normal weapon attack damage with a attack that does 25% of the target current HP in piercing damage while applying any on-hit effects
Entangled Barrage(2 Action)
3 Point, Kusarigama only'
When you trip a creature using the Kusarigama. You can dash immediately 30ft to within melee range of the creature and make an attack against it with advantage, This attack gains +2 armor piercing and counts as a sneak attack. However you gain a -3 to defence until the start of your next turn,
You are able to make an acrobatics creature to leap over a large or smaller creature when taking the move or Rogue's Dash action and wielding a Shinobi weapon The DC is the creatures defence score
CS: You go over and can make a shuriken thrown attack with a +2 to hit against the creature. On-hit, the creature is off guard
S: You go over and can make a shuriken thrown attack against the creature
F: You fail to go over
CF: You are knocked prone.
You can now do Shinobi Fade as an any action or as a reaction if a target moves within 10ft of you
You gain the following Martial Masteries
Tempest Flurry (3 Action)
Katana only, 8 Points
Select a target within 5ft when you are not off-guard or being flanked and have only 1 enemy within 10ft. You roll 8D8. This is your armor piercing value. You then make 6 attacks, each attack has the previous armor piercing value but has its damage halved and attacks as a -2 instead of following MAP.
If you land more than 3 attacks, you reduce their armor value by 25% if its non-magical or 10% if its magical till the target takes a long rest to fix.
Shadow Barrage(3 Action)
8 Point, Dagger only
You gain a +10 to defence for one turn., for each attack that missies, you can make an attack in return accounting for MAP