Apr 14, 2021 5:55 am
Shinobi Class Features
Required : Dex 13+ and Wis 13+
Hit Dice : 1d8
Proficiency
Armor : None
Weapons : Simple Weapons, Monk Weapons
Tools : Thieves Tools
Saves : Strength, Dexterity
Skills : (Choose 3) Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Stealth
Starting Equipment
Simple Weapon x3
Thieves Tools
Dungeoneer's Pack --or-- Explorer's PackOkay that is it in an overview format -- Now a lot of the Monk abilities became Ki Features and more were added because basically the Ki Powers are specialized spells that you invoke (not cast) and they can only affect your character. I am working on the full list of available Ki Features but that will take longer and I wanted to be sure you were good with this thus far. To give an idea of where I am going with this here are the Tier 1 Ki Features that you get to choose 2 of. The Monks Unarmored Movement bonus and Martial Arts damage are the same with the same progression as shown on the Monk Table. The Ki Points changed but that will affect normal Monks as well as will this stuff I am doing with Ki Features
Tier 1 (Cost 1 Ki)
..... Deceptive Maneuvers --- Movement does not provoke AoO
..... Flurry of Blows --- Unarmed Attack then Bonus Action - Additional Unarmed Strike (Total 2)
..... Guidance --- +1d4 to one Ability Check
..... Resistance --- +1d4 to one Save
..... True Strike --- Advantage on Next Attack Roll
I would assume you would take Deceptive Maneuvers and Flurry of Blows but you would have options if you had wanted them. I have sketched out the 1st through 6th Tier features but I have to work on them because many of them need to be set up to be augmentable -- for instance Flurry of Blows gives an Additional Unarmed Strike beyond the basic one you get so a total of 3 strikes which costs 1 Ki but if you spend 2 Ki (when you can) then you would get an additional one for a total of 4 strikes, etc... And the other features will be worked in a similar manner once I have finished working out the parameters on them. So I think you will find that the Shinobi is going to be pretty much what you were looking for I think.
Note there are a few things you lose from being a pure Monk or a pure Rogue but these are things you might have lost anyway by multi-classing. Also if you want an idea of what I kind of did is I patterned this off the Ranger and Paladin to some degree as these 2 are Fighters that get to use Magic which is kind of what your character is doing. Its just spiritual internal magic instead of Arcane or Divine.
So let me know what you think
Required : Dex 13+ and Wis 13+
Hit Dice : 1d8
Proficiency
Armor : None
Weapons : Simple Weapons, Monk Weapons
Tools : Thieves Tools
Saves : Strength, Dexterity
Skills : (Choose 3) Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Stealth
Starting Equipment
Simple Weapon x3
Thieves Tools
Dungeoneer's Pack --or-- Explorer's Pack
[ +- ] Class Features
1st-Level
..... Unarmored Defense
..... Martial Arts
2nd-Level
..... Expertise (2 Profs)
..... Ki (1 pt/lvl from 2nd to 4th then 2 pts/lvl thereafter)
.......... Ki Save DC = 8 + Prof Bonus + Wis Mod
.......... Choose 2 Ki Features
3rd-Level
..... Choose 1 Ki Feature
..... Cunning Action - Bonus Action : Dodge, Dash, Disengage, Hide
..... Unarmored Movement (+10 ft / 7th +5 ft / 11th +5ft / 15th +5ft / 19th +5ft)
4th-Level
..... Ability Score Improvement --or-- Feat
5th-Level
..... Choose 1 Ki Feature
..... Extra Attack
..... Uncanny Dodge (Reaction : Half Damage vs an Attack)
6th-Level
..... Ki-Empowered Strikes (Unarmed Strikes Count as Magical)
..... Survivalist (Proficiency : Nature and Survival) + Expert
7th-Level
..... Choose 1 Ki Feature
..... Evasion (Dex Save Effect for Half Damage / Succeed No Damage / Fail Half Damage)
8th-Level
..... Ability Score Improvement --or-- Feat
9th-Level
..... Choose 1 Ki Feature
10th-Level
..... Purity of Body (Immune to Disease/Poison)
11th-Level
..... Choose 1 Ki Feature
..... Reliable Talent (Skill with Prof Bonus Result 2-9 is a 10)
13th-Level
..... Choose 1 Ki Feature
..... Ambush Master (Advantage on Initiative checks / Advantage on first target hit)
14th-Level
..... Blindsense (Parabolic Hearing 10-ft Radius)
15th-Level
..... Choose 1 Ki Feature
..... Diamond Soul (Prof in All Saving Throws)(Fail Save Ki(1) Reroll)
17th-Level
..... Choose 1 Ki Feature
..... Ability Score Improvement --or-- Feat
18th-Level
..... Elusive (Cancel Advantage on Attack on Self)
19th-Level
..... Choose 1 Ki Feature
20th-Level
..... Perfect Self (If Roll for Initiative with 0 Ki gain 4 Ki)
..... Unarmored Defense
..... Martial Arts
2nd-Level
..... Expertise (2 Profs)
..... Ki (1 pt/lvl from 2nd to 4th then 2 pts/lvl thereafter)
.......... Ki Save DC = 8 + Prof Bonus + Wis Mod
.......... Choose 2 Ki Features
3rd-Level
..... Choose 1 Ki Feature
..... Cunning Action - Bonus Action : Dodge, Dash, Disengage, Hide
..... Unarmored Movement (+10 ft / 7th +5 ft / 11th +5ft / 15th +5ft / 19th +5ft)
4th-Level
..... Ability Score Improvement --or-- Feat
5th-Level
..... Choose 1 Ki Feature
..... Extra Attack
..... Uncanny Dodge (Reaction : Half Damage vs an Attack)
6th-Level
..... Ki-Empowered Strikes (Unarmed Strikes Count as Magical)
..... Survivalist (Proficiency : Nature and Survival) + Expert
7th-Level
..... Choose 1 Ki Feature
..... Evasion (Dex Save Effect for Half Damage / Succeed No Damage / Fail Half Damage)
8th-Level
..... Ability Score Improvement --or-- Feat
9th-Level
..... Choose 1 Ki Feature
10th-Level
..... Purity of Body (Immune to Disease/Poison)
11th-Level
..... Choose 1 Ki Feature
..... Reliable Talent (Skill with Prof Bonus Result 2-9 is a 10)
13th-Level
..... Choose 1 Ki Feature
..... Ambush Master (Advantage on Initiative checks / Advantage on first target hit)
14th-Level
..... Blindsense (Parabolic Hearing 10-ft Radius)
15th-Level
..... Choose 1 Ki Feature
..... Diamond Soul (Prof in All Saving Throws)(Fail Save Ki(1) Reroll)
17th-Level
..... Choose 1 Ki Feature
..... Ability Score Improvement --or-- Feat
18th-Level
..... Elusive (Cancel Advantage on Attack on Self)
19th-Level
..... Choose 1 Ki Feature
20th-Level
..... Perfect Self (If Roll for Initiative with 0 Ki gain 4 Ki)
Tier 1 (Cost 1 Ki)
..... Deceptive Maneuvers --- Movement does not provoke AoO
..... Flurry of Blows --- Unarmed Attack then Bonus Action - Additional Unarmed Strike (Total 2)
..... Guidance --- +1d4 to one Ability Check
..... Resistance --- +1d4 to one Save
..... True Strike --- Advantage on Next Attack Roll
I would assume you would take Deceptive Maneuvers and Flurry of Blows but you would have options if you had wanted them. I have sketched out the 1st through 6th Tier features but I have to work on them because many of them need to be set up to be augmentable -- for instance Flurry of Blows gives an Additional Unarmed Strike beyond the basic one you get so a total of 3 strikes which costs 1 Ki but if you spend 2 Ki (when you can) then you would get an additional one for a total of 4 strikes, etc... And the other features will be worked in a similar manner once I have finished working out the parameters on them. So I think you will find that the Shinobi is going to be pretty much what you were looking for I think.
Note there are a few things you lose from being a pure Monk or a pure Rogue but these are things you might have lost anyway by multi-classing. Also if you want an idea of what I kind of did is I patterned this off the Ranger and Paladin to some degree as these 2 are Fighters that get to use Magic which is kind of what your character is doing. Its just spiritual internal magic instead of Arcane or Divine.
So let me know what you think