Shinobi Hit Points Hit Dice: 1d6 per Shinobi level

1d6 per Shinobi level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Shinobi level after 1st Proficiencies Armor: Light and Medium Armor

Light and Medium Armor Weapons: All martial and simple weapons

All martial and simple weapons Tools: Carpenter's tools Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose two from Athletics, Investigation, Stealth, Perception, and History. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A longsword or (b) a longbow and 20 arrows

(a) an explorer's pack or (b) a burglar's pack

(a) Leather Armor or (b) a chain shirt

Carpenter's tools and one martial weapon Shinobi Prosthetic Every shinobi has a set tools they use to gain the edge in combat. These tools are usually contained and used by a prosthetic that is designed to activate the tools the Shinobi loads into them. Wether using black poweder to blind enemies in front of you, or using a grappling hook to traverse sheer slopes, the Prosthetic is what allows a shinobi to fight and survive against groups of enemies, and to relenquish it would mean certain death. At first level, you gain the grappling hook tool, as well as 2 tools of your choice that you can load into your prosthetic. When you finish a long rest, you may load any number of different tools into your prosthetic. Each tool has a DC that you have to meet using your carpenter's tools, and on a successful check you load the tool into the prosthetic for later use. Once a tool has been loaded, it can be used once (unless the tool specifies otherwise), but can be reloaded on a short or long rest, no check required. You can have up to 2 tools loaded into your prosthetic at any given time, and to swap one tool for another you must attempt the tool's DC when you finish a long rest. On a failure, you do not load the tool and cannot try to load that tool again until you finish another long rest. See the tools section at the end of this document for the options for your tools. All of the tools can be upgraded beyond their standard level. In order to upgrade a tool, you must have it loaded when you finish a long rest. When a tool is upgraded, a carpenter's tools check is required. On a success, you load the upgraded tool into the prosthetic. You may load both the standard and upgraded versions of a tool, with each taking up one of your slots. If you load a new tool into your prosthetic, you cannot upgrade it until you finish another long rest. Only one tool can be upgraded per long rest. If you fail the check, the upgraded tool is not loaded, and the base tool is ruined. You can fix a ruined tool during a short or long rest, no check required. If you were to lose your prosthetic, you must spend one week and 100gp worth of materials to make a new one. You gain an additional tool of your choice at 6th and 10th level. At 18th level, every tool becomes avalible to you. You use your Intelligence modifier when setting the saving throw DC for a Shinobi tool and when Making an Attack roll with one. Save DC- 8 + your proficiency bonus + your intelligence modifier Attack Bonus- your proficiency bonus + your intelligence modifier Deflect A shinobi does not train their body to sponge attacks, they instead elect to avoid the damage entirely by using their weapon to deflect strikes. At first level, As a reaction when you are holding a one handed weapon in one hand and nothing in your other hand, you can attempt to deflect a weapon attack that hits you. Reduce the damage of the attack by 1d4 + your strength modifier. If this reduces the damage of the attack to 0, you gain an additional reaction that can only be used to deflect again. Once you have gained this additional reaction, you cannot gain it again until the start of your next turn. If it does not reduce the damage to 0, you take any remaining damage. Your deflection die increases as you gain levels in this class, as shown in the deflection die column of the Shinobu class table. You cannot use deflect if you are concentrating on a spell, wearing heavy armor, or are in a state where concentrating on a spell would be impossible (Such as the barbarian's rage.) Fighting Style At second level, you master a fighting style that you've been training in. Choose one of the following fighting styles: Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Defense- While you are wearing armor, you gain a +1 bonus to AC. Archery- You gain a +2 bonus to attack rolls you make with ranged weapons.

Shinobi Art As a Shinobi, your ability to survive rests soley on your abilities. Reliance on others leads to death, and as such honing your own skills is crucial. At 2nd level, you pick two Shinobi arts, as detailed in the Shinobi Arts section at the end of this document. You gain an additional Shinobi art at 6th, 10th, 14th, and 17th level. Some Shinobi arts are innately magical, and these arts are powered by spirit emblems. You craft your spirit emblems with your carpenter's tools when you finish a long rest. These spirit emblems are small humanoid paper cutouts that are imbued with trace amounts of divine energy. You can make up to 5 spirit emblems when you finish a long rest, and any unused emblems lose their magic when you finish a long rest. You use your Intelligence modifier when setting the saving throw DC for a Shinobi Art. Save DC- 8 + your proficiency bonus + your intelligence modifier Deathblow At third level, you learn to recognize weakness in your targets, and find openings for killing blows as their vitality is drained. When you score a critical hit against a creature with a melee weapon attack, if the creature's hitpoints are below a certain threshold after the damage is dealt, you can instantly kill them. This threshold is equal to double your dexterity modifier (minimum of 2). In addition, when you land a deathblow against a creature, the damage reduction of your next deflect is doubled. Ability Score Improvement When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. You only gain this benefit if you are wielding a ranged weapon, or a one handed weapon in one hand and nothing in your other hand. The number of attacks increases to three when you reach 11th level. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Breath of Life Beginning at 10th level, whenever you reduce a creature to 0 hitpoints on your turn, you may immediately expend a hit die, add your constitution modifier to it, and recover that many hitpoints. If you score a deathblow on your turn and use this feature, the healing you recieve is doubled. . Spirit Thief Beginning at 14th level, when you reduce a creature to 0 hitpoints on your turn, you can siphon a portion of their soul to create one additional spirit emblem. If you land a deathblow on your turn, you may instead siphon enough of their soul for 2. You still cannot have more than 5 at any given time, and these spirit emblems disappear when you finsih a long rest. Okami When you reach 20th level, your lethality climbs to new heights and you are able to discern and target specific vitals on creatures in an instant, dealing lethal damage. The threshhold for your deathblow is now equal to your dexterity score (minimum of 10). Additionally, you score a critical hit on a roll of 19 or 20. Shinobi Level Proficiency Bonus Features Deflect Die 1st +2 Shinobi Prosthetic, Deflect d4 2nd +2 Fighting style, Shinobi Arts 3rd +2 Police Cultist d4 4th +2 Ability Score Improvement, Genetic Banishing d4 5th +3 Nuclear Illusionism d6 6th +3 Ability Score Improvement, Hermetic Geography d6 7th +3 ─ d6 8th +3 Ability Score Improvement, Consecrated Biochemistry d6 9th +4 Spiritual Biochemistry d8 10th +4 Astrological Botany d8 11th +4 Orbital Gravedigger d8 12th +4 Ability Score Improvement, Mathematical Pharmacist d8 13th +5 Spiritual Biochemistry d8 14th +5 Ability Score Improvement, Demonic Anthropology d10 15th +5 Police Necromancer d10 16th +5 Ability Score Improvement, Ritual Astronomy d10 17th +6 Hermetic Geography d10 18th +6 Astrological Chemistry d12 19th +6 Ability Score Improvement d12 20th +6 Pharmaceutical Gunslinger d12

Loaded Shuriken Carpenter's Check: DC 10 When you load this tool, you load 10 shurikens into your prosthetic. When you take the attack action on your turn, you may replace any number of the attacks with attacks from this tool. On a hit a target takes 1d4 slashing damage, plus your dexterity modifier. The mechanism is incredibly quiet, and on a missed attack with this tool, your target does not automatically discern your location (though may still find you through a successful perception check) Loaded Shuriken Upgrades Spinning Shuriken (DC 15, 7th level required) The shurikens do 2d4 damage instead of 1d4, as the rotational energy you put into them upon being thrown causes them to spin like a top, slicing through flesh with ease. Divine Shuriken (DC 20 10th level required) You imbue your Shurikens with divine energy. When you load this tool, you must use one of the spirit emblems you created at the end of the long rest in which you loaded it. The shurikens deal an additional 1d8 radiant damage on a hit, increased to 2d8 against fiends and undead. If you reload this tool during a rest, you must spend an additional spirit emblem each time you reload it. Flame Vent Carpenter's Check: DC 15 You load oil and gunpowder into a metal tube connected to your prosthetic, allowing you to light the flammable substance ablaze and create a devastating blast of fire. When you use this tool, creatures in a 10ft cone in front of you must succeed a dexterity saving throw. On a failure, a creature takes 2d6 fire damage, plus your intelligence modifier. The blast ignites flammable objects in the area that arent being worn or carried. Flame Vent Upgrades Spring Loaded (DC 18, level 5 required) You modify the barrel to hold a more powerful payload that doubles as an escape method. The blast is now a 15ft cone, deals 3d6 fire damage plus your intelligence modifier, and propells you 10ft backwards. If aimed at the ground, the blast can send you up to 10ft vertically. Fire Stream (DC 17) You modify the contents of the weapon's payload, allowing for a controlled, slow burn. When you use this tool the damage is decreased to 1d6 plus your intelligence modifier, but you can spray a continuous stream of flames in front of you. For up to 1 minute, you can use your action on subsequent turns to use this attack once more. One minute after the tool was first activated the contents of the weapon expire. Divine Fire (DC 21, level 10 required) You imbue the ammunition of the weapon with divine energy. When you load this tool, you must expend a spirit emblem that you created during the rest in which this tool was loaded. The damage of the weapon becomes 3d8 radiant plus your intelligence modifier, plus an additional 1d8 radiant damage against fiends and undead. If you reload this weapon during a rest, you must expend an additional spirit emblem each time you reload it. Loaded Axe Carpenter's Check: DC 10 You attach an axe to your prosthetic, using it as a secondary weapon. When you take the attack action on your turn, you may make one attack with the loaded axe as a bonus action. The axe has a reach of 5ft, and has the heavy property. The attack roll takes a -5 penalty if the target is not wearing heavy armor, or benefitting from the natural armor trait. On a hit, the attack deals 1d12 slashing damage, plus your strength modifier. If the target is using a wooden shield, an attack from this weapon shatters it instantly. The axe is very heavy, and missing an attack leaves you wide open to counter attack. If you miss with this weapon, the next attack roll against you before the start of your next turn is made with advantage. This tool can be used as many times as desired. Loaded Axe Upgrades Sparking Axe (DC 17, Level 5 required.) You dust the head of the axe in gunpowder and oil, creating a searing blast when the weapon strikes. When you attack with this weapon, you may activate a mechanism in the axe to ignite the head. If you do, regardless of if the attack lands or not, the target and each creature within 5ft of it, excluding you, must succeed a dexterity saving throw. On a failure they take 2d6 fire damage, plus your intelligence modifier. After this ability has been used, the axe can be used as it normally is, but you cannot use the sparking attack unless you reapply the oil and gunpowder to the axe on a short rest. Spring Loaded (DC 15, Level 5 required.) You add a spring mechanism to the axe, allowing it to strike quickly before needing to be reset. When you apply this upgrade, your loaded axe no longer takes the -5 penalty to its attack rolls. Instead, the weapon must be reloaded. You can reload the axe as a bonus action on your turn, and cannot make any attacks with it until you have done so. Divine Axe (DC 20, Level 10 required.) You imbue the metal of your axe with divine energy. When you load this tool, you must expend a spirit emblem that you created during the rest in which this tool was loaded. When attacking fiends or undead, the weapon does not suffer the -5 penalty, and deals an additional 1d8 radiant damage on a hit. The divine magic imbued into the weapon fades when you finish a short or long rest, at which point it needs to be re-imbued with magic via an additional spirit emblem.

Shinobi Firecracker Carpenter's Check: DC 13 You load a high powered, weaponized firecracker into your prosthetic. As an action you can cause the firecracker to explode in front of you in a cone. Creatures in a 20ft cone in front of you must succeed a constitution saving throw or become blinded until the end of your next turn. Success or not, you are considered to be lightly obscured from any targets of this ability until the end of your current turn. The explosions are harmless, but extremely loud and can terrify beasts and less intelligent creatures. If a creature with an intelligence score of 7 or less can see and hear the firecrackers (Audible out to 120ft) they must succeed a wisdom saving throw or become frightened until the end of your next turn. Shinobi Firecracker Upgrades Spring Loaded (DC 16) You add a spring mechanism to the firecracker, causing a longer burst for you to abuse. When you apply this upgrade, you can either use the 20ft cone, or instead unleash the sparks in a 10ft radius around you, causing identical effects otherwise. Long Spark (DC 18) You create a special concoction to lengthen the blast of the firecracker. When you apply this upgrade, the explosion persists for several seconds after the initial firing. At the start of your next turn, any creature standing in the area of effect must attempt the saving throw again, suffering normal effects on a failure. Additionally, any creature in the area has disadvantage on perception checks until the end of your next turn. Grappling Hook Carpenter's Check: N/A (see below) The bare essentials for someone who moves around out of sight, your prosthetic is never without its grappling hook. The mechanism is built into the prosthetic directly, making removal impossible without destroying the prosthetic. The hook is connected to a reeling mechanism that needs to be reset after each use. As an action, you can fire the grappling hook at an object within 60ft of you. The DM may call for an attack roll, or they may say the object is easy enough to hit. Anytime you attempt to use the hook in combat you must make an attack roll, with the DM setting the AC of the object. On a hit, you can reel yourself towards the object and climb onto the nearest horizontal surface without attempting an acrobatics check. After it has been used, you must use an action to reset the hook. On a miss, the grappling hook falls to the ground and must be reset as normal. If attacked, the rope the hook is connected to has an AC of 10, 10hp, vunerability to slashing damage, resistence to piercing, and immunity to bludgeoning, psychic, and poison damage. If destroyed, you can repair the tool on a long rest.

Shinobi Arts Ichimonji Spirit Emblem Cost: None When you take the attack action, you may forgo your additional attacks to perform this Art if you are holding a one handed weapon in one hand and nothing in your other hand. You take up an upright stance with your weapon held outward in both hands, then rapidly raise and strike down with it. You take a -5 penalty to your attack roll, but if the attack connects, the attack deals an additional 10 weapon damage and the target must succeed a strength saving throw or fall prone. Mikiri Counter Spirit Emblem Cost: None You learn to completely foil the attacks of those who try to keep their distance. When you deflect the damage of a spear, halberd, glaive, pike, or quarterstaff to 0, you stomp the deflected weapon into the dirt. For the duration of the wielder's turn they cannot make any more attacks with that weapon. Whirlwind Strike Prerequsite: 6th level Spirit Emblem Cost: 1 Spirit emblem You envelop yourself in divine strength and spin in a violent slashing motion around you. As an action, If you are holding a one handed weapon in one hand and nothing in your other hand, you may make one attack against each creature within 5ft of you. Eavesdrop Spirit Emblem Cost: None As an action, you can open your ears to hear minute and distant noises as clearly as if they were right next to you. Until you stop concentrating on this ability (As if concentrating on a spell) You have advantage on perception checks that rely on hearing, and can clearly hear normal speech out to a range of 100ft so long as additional sounds do not drown it out. A Shinobi's Karma Spirit Emblem Cost: None You become more intune with the divine magic that fuels you. You may create one additional spirit emblem when you finish a long rest, and the maximum you can hold increases by 1. Shadowrush Spirit Emblem Cost: 1 Spirit Emblem You take up a low stance and then surge towards an enemy, impailing them and vaulting over them in one swift motion. As an action, you can move at least 10, but no more than 30ft towards an enemy you can see without provoking opportunity attacks. You then make an attack against them. On a hit, the creature takes weapon damage, plus an additional 2d8 weapon damage. You then vault over the creature, landing in the space on the opposite side of where the attack landed Ascending Carp Prerequsite: 6th level Spirit Emblem Cost: None You learn to open your opponent's guard when you successfuly deflect a strike. When you reduce an attack to 0 damage using deflect, the next attack roll against the attacker is made with advantage. Ichimonji Double Prerequsite: 6th level, Ichimonji Spirit Emblem Cost: None You add a follow up attack to the Ichimonji without sacrificing any of your lethality. You may make the special attack described in Ichimonji twice, instead of once, when you use this ability. Ashina Cross Prerequsite: 10th level Spirit Emblem Cost: 2 Spirit Emblems You learn to deliver a devastating attack from a sheathed position, cutting your foes down in an instant. As an action while your weapon is sheathed, you can unleash your divine power to strike like the wind. Make 3 attacks against a single target. On a hit each attack deals an additional 2d6 weapon damage. Bloodsmoke Ninjitsu Prerequsite: 6th level Spirit Emblem Cost: 1 Spirit Emblem You use your divine magic to create an explosion of bloodsmoke when you land a deathblow. When you land a deathblow, you may use your bonus action to cause them to explode in a cloud of blood. The blood heavily obscures a 15ft radius sphere centered on the target. A moderate or stronger wind disperses the cloud instantly, but it otherwise disperses in one minute. Mortal Draw Prerequsite: 10th level Spirit Emblem Cost: 1 Spirit Emblem As an action, You channel your divine magic into your weapon, unleashing godly devastation in front of you. Creatures in a 10ft cone must succeed a constitution saving throw, taking 5d6 radiant damage on a failure, half as much on a success. If this damage reduces an immortal creature to 0 hitpoints, the creature must succeed a constitution saving throw or have their soul banished to another plane, effectively killing the body they currently inhabit (but not necessarily permanently removing them as a threat.) Empowered Mortal Draw Prerequsite: 14th level, Mortal Draw Spirit Emblem Cost: 3 Spirit Emblems You learn to maximize the divine power your body can possibly handle, then, as an action, unleash it. Creatures in a 15ft cone must succeed a constitution saving throw or take 20d6 radiant damage on a failure, half as much on a success. This attack has the same effect as Mortal Draw when pertaining to immortal creatures. This version of the attack takes a heavy toll on your body, and you must succeed a DC 15 constitution saving throw, suffering 1d4 levels of exhaustion on a failure, or half as many levels on a success.