Risen Shinobi (5e Class)

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Risen Shinobi


Creating a Risen Shinobi

Who did you fail to protect? Did they survive, or do you need to find a new master?

Quick Build

You can make a Risen Shinobi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength.

Class Features

As a Risen Shinobi you gain the following class features.

Hit Points

Hit Dice: 1d4 per Risen Shinobi level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Risen Shinobi level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons, Katanas
Tools: Thieves' Tools
Saving Throws: Strength, Dexterity
Skills: Choose four from Acrobatics, Athletics, History, Perception, Slight of Hand, Survival, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Katana
  • Prosthetic Arm
  • (a) a Burglar's Pack or (b) a Dungeoneer's Pack or (c) an Explorer's Pack
  • Leather armor, two daggers, and thieves' tools

Table: The Risen Shinobi

LevelProficiency
Bonus
Features
1st+2Prosthetic Arm, Dragon Blood Curse
2nd+2Water of Life, Shinobi Tool
3rd+2Deflect
4th+2Ability Score Improvement
5th+3Path
6th+3Extra Attack(x1)
7th+3Shinobi Tool
8th+3Ability Score Improvement
9th+4Sneak Attack
10th+4Ashen Pocket
11th+4Path Feature
12th+4Ability Score Improvement
13th+5Shinobi Tool
14th+5Scroll of Secrets
15th+5Extra Attack(x2)
16th+5Ability Score Improvement
17th+6Path Feature
18th+6Shinobi Tool
19th+6Ability Score Improvement
20th+6Dragon Blood Blessing

Prosthetic Arm

The battle that cost you your life left a scar. In place of one of your arms, you have a skeletal replacement, ready to be fitted with new tools.


Dragon Blood Curse

If you multiclass into Risen Shinobi, you instead receive this feature at 5th level.

The gift given to you by your master. When you reach 0 Hit Points, you may expend half of your hit dice to resurrect with half of your maximum Hit Points. You also gain 3 levels of exhaustion. You must use this feature within 1 hour of your death. You cannot use this feature if you have been decapitated. This feature cannot be used again until you complete a long rest.

Water of Life

At 2nd level, your favorite water gourd begins to share in your curse. Drinking from it restores half of your HP. This feature cannot be used again until you complete a short or long rest, and the gourd is refilled from a natural source, such as a river, lake or spring.


Shinobi Tool

Also at 2nd level, you get your first Shinobi Tool. These are special items fitted into or carved out of your Prosthetic Arm. You gain an additional tool at 7th, 13th, and 18th level.

Grappling Hook

As an action, you may fire a hook from your prosthetic arm. It has a range of 30ft, and can latch onto any non-smooth surface. You are launched toward the impact point with just enough speed to land on top of it, if there is space to do so. The hook's hit roll is 1d20 + Dexterity + Proficiency. The hook deals 1d4 piercing damage on a hit.

Shuriken Launcher

As an action, you may fire a shuriken with a range of 60ft from your prosthetic arm. The shuriken's hit roll is 1d20 + Dexterity + Proficiency. The shuriken deals 2d4 slashing damage. You may only use this feature once per turn.

Flame Vent

As a bonus action, you release a jet of flaming oil in a 10ft cone. Creatures in a 10ft cone in front of you . Creatures hit by this attack must make a DC15 Dexterity saving throw. On a failure, a creature takes 2d4 fire damage and is covered in burning oil. On a success, the creature takes half as much damage. The oil deals 1d4 fire damage on each of the creature's turns. The creature may attempt a DC15 Dexterity check to extinguish the flames. You must complete a short or long rest before using this feature again.

Firecrackers

As an action, you release a spread of firecrackers. Creatures within 15ft of you must succeed a DC16 Constitution saving throw, or be blinded until the start of your next turn. You must complete a short or long rest before using this feature again.

Spring-loaded Spear

As an action, you lunge forward with an extendable spear with a range of 10ft. The spear's hit roll is 1d20 + Strength + Proficiency. The spear deals 1d8 piercing damage. As a bonus action, you may either pull yourself 5ft toward the creature you hit, or pull the creature 5ft closer to you. This movement does not provoke attacks of opportunity. You may only use this feature once per turn.

Splitting Axe

As an action, you bring down a crushing blow with a hidden axe. The axe's hit roll is 1d20 + Strength + Proficiency. The axe deals 1d6 slashing damage. Creatures wielding a shield that are hit with this attack must succeed a DC15 Strength saving throw or drop their shield.

Fang

As an action, you slash with a hidden sword. The sword's hit roll is 1d20 + Dexterity + Proficiency. The sword deals 1d6 slashing damage. Creatures wielding a shield that are hit with this attack must succeed a DC15 Constitution saving throw or become poisoned for 10 minutes. Poisoned creatures take 1d4 damage at the start of their turn.

Bladed Umbrella

As an action, you deploy a metal umbrella in front of your arm. This umbrella counts as a shield, and gives an AC bonus of 2 while it is deployed. The umbrella can be retracted as a bonus action. You cannot use any other Shinobi Tools while the umbrella is deployed.

Ashen Feather

As a reaction to an attack against you that you can see, you shift 10ft in a random direction (1d8, 1=up, 2=up-right, etc) covered in a black mist, leaving behind a cloud of ethereal feathers. You must complete a short or long rest before using this feature again.

Finger Flute

As a bonus action, you blow into your finger whistle. Beasts that can hear the whistle must succeed a DC10 Constitution saving throw, or go feral for 1 minute. While feral, beasts cannot differentiate friend and foe.

Hurricane Fan

As an action, choose a large or smaller creature within 20ft and an effect. You may either force them to turn around 180 degrees, push them back 5ft, or attempt to knock them prone. The creature must succeed a DC15 Strength saving throw to avoid the effect.


Deflect

At 3rd level, as a reaction to an attack against you that you can see, you may attempt to deflect it with your katana. You must make a Dexterity saving throw vs the creatures roll to hit. On a successful deflection, the creatures attack deals no damage. If the saving throw beats the roll to hit by at least 5, you may make one free melee attack against the creature.


Ability Score Increase

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.


Path

At 5th level, you choose a path. Choose between Infiltrator, Blade, Tactician, or Brute. Your choice grants you features at 11th level and again at 17th level.

Infiltrator

One With Shadows

When you take this path, you have advantage on all Stealth checks as long as you are in at least half-cover.

Improved Sneak Attack Damage (3d6)

At 11th level, your sneak attack damage is increased to 3d6 damage.

Non-detection

At 17th level, you are permanently under the effects of non-detection. Creatures cannot track you except by magical means.

Blade

Improved Deflect

When you take this path, you gain the ability to use Deflect twice per turn instead of once.

Improved Criticals

At 11th level, your critical range with melee weapons is increased to 19.

Extra Attack(x3)

At 17th level, you may attack four times instead of three.

Tactician

Eyes of the Shinobi

When you take this path, as an action, you may make a DC15 Perception check against a creature. On a success, you learn all of its weaknesses, if any.

Elemental Residue

At 11th level, using the Flame Vent or Firecrackers adds 1d6 fire damage to your next melee attack. Using the Ashen Feather adds 1d8 necrotic damage to your next melee attack.

Tool Mastery

At 17th level, you may use a Shinobi Tool as a bonus action.

Brute

Brutal Attack

When you take this path, you may declare a melee attack as a brutal attack. This attack has disadvantage, but is automatically a critical if it hits. You may use this feature a number of times equal to your Strength modifier +1 (minimum of 1). This feature recharges all uses when you complete a long rest.

Aura of Death

At 11th level, you have advantage on all Intimidation checks, and gain proficiency if you do not already have it, or expertise if you do.

Muscles

At 17th level, you have resistance to piercing, slashing and bludgeoning damage from non-magical sources.

Extra Attack(x1)

At 6th level, on your turn, you may attack twice instead of once.


Sneak Attack

At 9th level, once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

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.


Ashen Pocket

As of 10th level, hiding ash in your pocket, you can throw a surprise in a creature's face. Doing so allows you to disengage as a bonus action. You must complete a short or long rest before using this feature again.


Scroll of Secrets

By 14th level, you have harnessed hidden arts known only to your people to capture magic within a scroll. You learn 1 cantrip and 2 sixth-level or lower spells of your choice from any spell list. Wisdom is your spellcasting modifier for these spells. These spells can be used once each per short or long rest.


Extra Attack(x2)

At 15th level, you may attack three times on your turn, instead of twice.


Dragon Blood Blessing

At 20th level, having journeyed far and having endured countless trails, you begin to feel at ease. Resurrecting no longer gives you exhaustion, and can be used twice between rests.


Multiclassing

Multiclassing Requirement: 13 Dexterity, missing an arm



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