The Shinobi 2.0

a roguish archetype

the Shinobi is a covert agent whose functions include sabotage, infiltration, assassination and guerrilla warfare though their cheif role is espionage and is often accomplished through the means of disguise.

Masters of Deception

When you choose this Archetype at third level you gain proficiency in the Deception Skill and and your proficiency bonus is doubled when using this skill to disguise yourself. You also gain proficiency with the Disguise kit.

Swift Steps

At third level You gain 10 feet extra movement speed and difficult terrain no longer slows you down

At third level you gain proficiency with the Shinobi's tools, a set of tools used only by Shinobi, which you may use, as an action, to do one of the following things.

A) Scatter Makibishi (small metal spikes similar to caltrops) over an area of 15ft x 15ft. The affected area becomes difficult terrain and creatures who walk through the area must make a dexterity save or have their movement speed halved for 1d8 rounds. The DC for the save is 8 + your proficiency bonus + your Dexterity bonus.

B) Special claws intended for climbing which allow the Shinobi to climb at full speed as well as climb flat surfaces at half speed. you may Unequip these claws as a bonus Action

C) Equip special waterwalking shoes which allow the Shinobi to walk on water but inhibit movement, halving the Shinobi's movement speed when not on water.

Funen Shunpo

At ninth level the Shinobi can, as a bonus action, disappear in a cloud of smoke and reappear anywhere within an area equal to her movement speed. She may not reappear in an area occupied by another creature or an object. The Shinobi can do this three times per long rest.

Kuji-kiri

At thirteenth level you become proficient in the use of Kuji-kiri, esotaric hand seals, which allow supernatural abilities. As an action the Shinobi may use any one of these hand seals. She may use any combination of three Kuji-kiri once per short rest.

A) Iyasu - Healing Palm - by touching your palm to a creature's head you transfer healing energies, restoring 2d8+ your Shinobi level.

B) Happo - Black Egg - you create a small, black, egg shaped object between your hands and throw it into the eyes of an opponent within 15ft. The opponent makes a con save or become blinded for 1d6 rounds. The save DC is equal to 8 + your dex + your proficiency bonus

C) Harai - Magical Expulsion - Choose one creature, object, or magical effect within a range of 30ft. Any spell of 4th level or lower on the target ends

D) Bakenokawa - Ultimate Disguise - you cloak yourself in a setting appropriate disguise which imposes disadvantage on any insight checks made to see through the disguise.

Shadow Dance

At seventeenth level a Shinobi can disappear in a manner similar to Funen Shunpo. Immediately after a copy of you appears behind each creature you perceive to be an enemy (maximum of three) and you may make an attack against each one. alternatively you may instead appear with two copies surrounding one enemy and make three attacks against it.