Way of The Shirai Ryu

The Shirai Ryu are a long though extinct clan of assassins who are trained from birth to defend the clan's honor and the world itself. Those select few who join arms in the Shirai Ryu endure intense training, both physical and mental strengths. The Shirai Ryu live for Kombat and thrive the best in that environment.

Though deadly on their own, some of the Shirai Ryu are able to tap into the power fo the hellspawns of the Netherrealm.

Bonus Proficiencies

At 3rd level you gain proficiency in Rope Dart weapons, they are Light, Finesse weapons and are considered Monk Weapons and gain the same bonuses from the Martial Arts skill. You also gain proficiency in two of the following skills. (Athletics, Deception, Insight, Intimidation, or Stealth).

Rope Darts Name Type Damage Range Cost Rope Dart Crafted 1d4P 10 5gp Rope Dart (Chain) Forged 1d4P 10 10gp

Hellspawn's Chain

Also at 3rd level you are able to craft Rope Dart weapons and utilize their true purpose. After hitting an attack with a Rope Dart you can attempt to pull the target closer to you. The target must make a Strength save vs your Ki DC or be pulled the full distance of the attack on fail. If target succeeds, the Rope Dart is pulled back to you.

Additionally, you can spend 1 Ki point to alter your attack. In a 5ft. radius around yourself, you can deal damage, as if a standard attack, with the Rope Dart to every creature in range.

Scorpion's Blaze

Upon reaching 6th level you begin to learn the secrets of the Shirai Ryu masters. You now become resistant to Fire damage and are capable of teleporting away in a fiery blaze. As a bonus action you can spend 2 ki points to teleport anwhere up to 30 ft.

Roving Assassin

At 11th level you master the deadly art of assassination. Once per turn, if an attack you make with advantage hits a target, you can spend 1 ki point to deal 6d6 to that target.

Additionally, you don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Hellfire's Fury

When you reach 17th level your power rivals that of the Grandmaster. You are able to channel your inner fire to better ready yourself for Kombat. By spending 3 ki points you gain immunity to Fire damage. Also all attacks made by you deal 2d8 Fire damage on top of its normal damage. This effect lasts 3 turns and can be used once per Long Rest.