Sekiro (5e Class)
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|The classic appearance of a full-fledged Sekiro.|
A human shinobi creeps through the tall grass, nothing but a shadow cast upon a backdrop of darkness. His blade already unsheathed, he makes his way around the enemy camp where the orc soldiers are stationed. When one of them wanders into the foliage to relieve himself, the shinobi pulls him to the ground and slits his throat in one swift motion, the only sound being a gurgling of blood in the orc's open wound. With their ranks thinned by one, the two remaining orcs are left at a disadvantage when the shinobi descends upon them. He appears behind one and sheathes his katana in the warrior's heart. The other has little time to react and a short duel ensues. Their blades clash and the shinobi reacts swiftly, slicing through the orc's throat and leaving him to bleed out. When the next patrol arrives, the shinobi is long gone, the only trace of his existence being a trio of dispatched soldiers.
The halfling, having underestimated her foes, finds herself outmatched. The tabaxi guards before her sneer in their premature celebration, unaware of her hidden fang. She raises her wooden arm as they approach and the mechanism inside whirs to life. Firecrackers burst from her arm and exploded in a wide cone before her. The guards shield their eyes and recoil, giving the intruder valuable reaction time. A thin, strong rope springs from the shinobi's prosthetic arm and attaches to the top of the nearby gate. The Halfling is pulled over the heads of her enemies. When they uncover their eyes and regain their composure, she is gone. Sekiro Shinobi are skilled warriors who use both stealth and superior combat prowess to their advantage. They are loathe to be struck by enemies, as they cannot absorb much damage, but their unrivaled skills on the battlefield compensate nicely.
Creating a Sekiro
As you make your Sekiro Shinobi, consider how they lost their arms. Who were they when they were a simple shinobi? What was their mission and how did they lose their arm? Do they fall while defending their master in combat? Did they unknowingly lead bandits to the hamlet they were sworn to protect, later losing a limb in their efforts to prevent its destruction? This event is what drives them to push forward in their search for redemption and/or revenge.
What attitude do you take toward your rebirth? Do you solemnly return to your duties and attempt to make amends, or are you swallowed up in anger and driven to seek revenge on those responsible for your downfall? Do you regard your prosthetic arm as a tool that will prove useful in your quest or is it simply a grim totem that acts as a monument to your failures? Perhaps both are true in their own way.
- Quick Build
You can make a Shinobi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose A katana, 6 shurikens and Explorer's Pack
As a Sekiro you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Daggers, Katanas, Scimitars, Shortswords, And Longswords
Tools: Herbalism Kit, Poisoners kit, Disguise kit, and Forgery kit
Saving Throws: Dexterity and Wisdom
Skills: Choose three from Acrobatics, Athletics, History, Religion, Stealth, Slight of Hand, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Katana or (b) Wakizashi
- (a) An Explorer's Pack or (b) Dungeoneering Pack
- (a) 7 Shurikens or (b) 4 Daggers
- If you are using starting wealth, you have 4d4 x 10gp in funds in funds.
|Features||Posture||Max Spirit Emblems|
|1st||+2||Prosthetic Tool: Grapple, Posture, Unarmored Defense, Slash and Trust||2+Con||0|
|2nd||+2||Prosthetic tools, Spirit Emblems, Light Prayer||4+Con||2|
|3rd||+2||Tree Arts, Combat Arts||6+Con||3|
|4th||+2||Ability Score Improvement||8+Con||4|
|5th||+3||Extra attack, Break Posture||10+Con||5|
|6th||+3||Ability Score Improvement, Suppress Presence||12+Con||6|
|7th||+3||Shinobi Arts feature, Shadow Die Twice||14+Con||7|
|8th||+3||Ability Score Improvement||16+Con||8|
|10th||+4||Tree Arts feature||20+Con||10|
|12th||+4||Ability Score Improvement||24+Con||12|
|14th||+5||Ability Score Improvement, Shadow Die Twice(2)||28+Con||14|
|15th||+5||Tree Arts feature||30+Con||15|
|16th||+5||Ability Score Improvement||32+Con||16|
|18th||+6||Tree Arts feature||36+Con||18|
|19th||+6||Ability Score Improvement||38+Con||19|
Prosthetic Tool: Grapple
At 1st level, you gain use of your shinobi prosthetic, which replaces your lost arm. It is outfitted with a grappling hook that improves your mobility. As a bonus action, you may use your grappling hook to move to a location that you can see, safely stand on and is not considered difficult terrain. This location must be within 30 feet of your current location. You may use this feature a number of times equal to your Dexterity modifier before you must take a short rest.
Starting at 1st level, you gain access to Posture, which allows you to effortlessly mitigate the damage of blows. You have an amount of Posture equal to 2 + your Constitution modifier, which increases as you gain levels in this class.
When you are hit by a non-spell attack, you may choose to instead take damage to your posture, until the start of your next turn. Your posture is reduced by the damage you would’ve taken. If you would be reduced to 0 posture, you take any remaining damage to your hitpoints, and attacks against you have advantage until the start of your next turn.
Posture can only be regained in two ways. At the start of your turn while you have 0 posture, you regain your Proficiency bonus + your Constitution modifier in posture. Additionally, you can use an action to regain up to half your posture.
For example, a 1st level sekiro with a 16(+3) in Constitution has a posture of 5. The sekiro is attacked by three goblins, and the sekiro chooses to instead take posture damage. The first deals 3 damage, reducing his posture to 2. The second deals 5 damage, reducing his posture to 0, dealing 3 damage to him. The third has advantage on it’s attack, and deals 4 damage to him.
Beginning at 1st level, your reflexes and keen senses allow you to block and dodge attacks as if the behavior were second nature. When you are not wearing armor, your Armor Class equals 10 + Dexterity modifier + Wisdom modifier.
Slash and Trust
Starting at 1st level, you can turn slashing damage weapons into piercing that you're proficient with.
At 2nd level, the souls of the departed are drawn to you. They enable you to activate tools that you have installed in your shinobi prosthetic and are represented by Spirit Emblems. You have 2 Spirit Emblems, and you gain more as you reach higher levels, as shown in the Spirit Emblems column of the Sekiro table. You can never have more Spirit Emblems than shown on the table for your level. You regain all spent Spirit Emblems when you finish a long rest.
Starting at 2nd level, As a bonus action after you kill an enemy with a melee attack or as a reaction if an enemy dies within 5 feet of you, you can properly expel the target soul and lead it to the afterlife. doing so gives you 2 spirit emblems.
Prosthetic Tools Starting at 2nd level, you can install tools that modify your shinobi prosthetic. These tools can be used by expending Spirit Emblems. you may install any of the following tools. Tools require 10 minutes to install and can be changed freely. You have one tool slot and acquire more at 9th and 17th level. Some of your prosthetic tools (and later features in this class) require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Your Shinobi save DC = 8 + your proficiency bonus + your Dexterity modifier
Your Shinobi save DC = 8 + your proficiency bonus + your Wisdom modifier for Temple Arts
- Divine Abduction
For 3 Spirit Emblems, you create a magical, glowing wind as a bonus action and launch it at a creature you can see within 30 feet. This creature must succeed a Strength saving throw against your Shinobi save DC or be turned away from you by the wind. The next attack made on this creature has advantage.
- Finger Whistle
Using 2 Spirit Emblems, you perform a loud whistle as a bonus action. This draws nearby creatures within 60 feet to your location. Beasts within 60 feet must succeed on a Wisdom saving throw against your Shinobi save DC or become enraged and attack the closest creature lasting up to your proficiency bonus of rounds.
- Flame Vent
For 3 Spirit Emblems, you unleash a jet of flame from your shinobi prosthetic as an action. Any creatures in a 10-foot cone must make a Dexterity saving throw against your Shinobi save DC, taking 1d10 fire damage on a failure and half as much damage on a success. Additionally, if they fail the save they must roll a Constitution save DC, or have the burning condition on a failure.
This tool’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Loaded Axe
You spend 3 Spirit Emblems to swing a hefty axe that is attached to your shinobi prosthetic as an action. Target a creature you can see within 5 feet. That creature must make a Constitution saving throw against your Shinobi save DC. On a failure, they take 1d8 slashing damage, any shields they wield are broken, and loses AC equal to your proficiency bonus until end of their next turn. On a success, they take half as much damage, any shields they wield are not broken, and doesn't lose AC.
This tool’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Loaded Shuriken
For 1 Spirit Emblem per shuriken, you launch a shuriken from your shinobi prosthetic as a action. This shuriken deals 1d4+Dexterity piercing damage and has a range of 20/60.
The tool fires more than one shuriken when you reach higher levels: two shuriken at 5th level, three at 11th level, and four at 17th level. You can direct the shuriken at the same target or at different ones. Make a separate attack roll for each shuriken.
- Loaded Spear
You spend 2 Spirit Emblems to thrust a collapsible spear at an enemy you can see within 15 feet as an action. That creature must make a Strength saving throw against your Shinobi save DC. On a failure, they take 1d6 piercing damage and, if they are your size or smaller, are pulled to your position and become prone. On a success, they take half as much damage and are not pulled, and or prone.
This tool’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Loaded Umbrella
By spending 2 Spirit Emblems, you kneel and shield yourself with an iron-ribbed umbrella, protecting your entire body as a bonus action. Until the beginning of your next turn, your AC is increased by a number equal to your proficiency bonus. While shielded, you cannot take attack actions or attacks of opportunity and your movement speed becomes 0.
- Mist Raven
For 3 Spirit Emblems, you activate the magical mist raven feather stored in your arm. As a bonus action, you prepare yourself for an oncoming attack. If you are targeted by an attack before the start of your next turn, you teleport to a point you can see within 10 feet of your current location. You do not incur attacks of opportunity while teleporting. Additionally, if you're not targeted for a attack that whole round you may refund your Spirit Emblems.
You expend 1 Spirit Emblems to strike with a blue-rusted, poisonous blade as an action. Make a melee weapon attack against a creature you can see within 5 feet. On a hit, this creature takes slashing damage equal to 1d4 + your Dexterity modifier. The creature must succeed on a Constitution saving throw against your Shinobi save DC or be poisoned until the end of their next turn.
This tool’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
- Shinobi Firecracker
By spending 2 Spirit Emblems, you unleash a barrage of firecrackers in a 10-foot cone as a bonus action. Creatures within this cone must succeed on a Constitution saving throw against your Shinobi save DC or be stunned until the end of their next turn. Beasts roll with a disadvantage and last for up to your proficiency bonus of rounds.
At 3rd level, you choose an art that will define your techniques as a shinobi. Choose Ashina, Prosthetic, Shinobi, or Temple detailed at the end of the class description. The art you choose grants you features at 3rd level and again at 7th, 10th,15th, and 18th level.
At 3th level, you learn a specialized attack you can execute with your weapon(s), based on the type of Art you've learned. you may replace your attacks with your Combat Arts.
- All of the Combat Arts are at the bottom of the class.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, your relentless strikes have the potential to throw your enemies off balance. When you hit a single creature with three consecutive attacks without a single miss, you may spend 5 Spirit Emblems in an attempt to break their defenses. Your target must make a Constitution saving throw against your Shinobi save DC. On failure, they take additional damage equal to your Sekiro level and are stunned until the end of their next turn. On a success, they take half as much damage and aren’t stunned.
Starting at 6th level, your steps become more deliberate and you move like a shadow. You gain proficiency in stealth if you do not already have it. If you are already proficient in stealth, you may add double your proficiency bonus to stealth checks Instead.
Additionally, you can take the Hide action as a bonus action
Shadows Die Twice
Beginning at 7th level, your blood has been touched by both life and death, leaving it lingering in between (you inherited the "Divine Dragon's Blood" that is coursing through your veins).
When you roll death saving throws, you roll with advantage. Any effects that would cause you to make these saves with disadvantage simply nullify your advantage. Once you've pass all your death saves, you are stabilized at 0 Hit Points, you may choose to immediately regain a number of Hit Points equal to half of your maximum. After you heal in this way, you can not do so again until you complete a long rest. You may use this feature 1 more additional time per long rest at levels 14th.
Additionally, makes you immune to disease and resistant to poison. You also no longer die of old age and no longer age of normal means, making you somewhat immortal.
Starting at 9th level, you are more mindful of your surroundings while using your grappling hook. While using your grappling hook to travel, attacks of opportunity against you have disadvantage.
At 11th level, you know just how to land a killing strike. When you stun a creature with your Break Posture feature, you may attempt to deliver a death blow as a bonus action. If the creature has less than 30 Hit Points, you reduce it to 0. If it has more than 30 Hit Points, it takes 3d10 points of damage, the type of which depends on the weapon you use.
At 13th level, you’ve mastered wielding your weapon from your travels. When attacking with weapons that you’re proficient with, you make attacks that are immune into resistance and resistance into normal.
At 17th level you can see up to 1 mile away without difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, you can see within 15 feet in the Conditions of heavily obscured and have advantage on Wisdom (Perception) Checks.
At 20th level, you are known as a God in the arts of war and combat. You've learned many things throughout your years and mastered your Art and was able to learn an additional Art. You learn all the features in your 2nd Tree Art.
The art of Ashina is that of hardcore battle tactics. A shinobi that studies this art prefers to stay close to their enemies, doing deadly combat with their blades and striking at every opening the enemy leaves. They recognize their prosthetic arm as a valuable tool, but they know that their true strength lies in their blade.
- Blade Arts
At 3rd level, you are trained in kenjutsu combat.
- You weapon with this property deals +1 attack and damage, this damage increases to +2 at 5th, and +3 at 17th levels.
- Mikiri Counter
At 7th level, if you are wielding a melee weapon in your main hand, you can use your reaction to deflect an attack if you are hit by a melee attack. When you do so, you may reduce the damage by your Weapon dice + your Dexterity modifier + your Sekiro level.
If you reduce the damage to 0, you can to make a single melee weapon attack against the attacking creature as part of this reaction.
At 10th level, your weapon prowess allows you to when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.
- Improved Extra Attack
At 15th level, you've mastered the Art of striking for the right moment. The number of extra attacks increases to three at 15th level.
At 18th level, you've reached the peak of your swordsmanship, improving the Break Posture feature. The Spirit Emblem cost decreases by 2, making it easier to consistently execute.
Prosthetic arts have long been utilized by shinobi that lost their limbs and replaced them with a new fang of sorts. A shinobi that studies this art savors the versatility that prosthetic tools provide. They invest time into the improvement of these tools and use them to dominate enemies on the battlefield.
- Sculptor’s Karma
Starting at 3rd level, your connection and understanding to your prosthetic strengthens you, further gaining knowledge of the inner workings on crafting. The number of spirit emblems cost all your current equipped prosthetic tools now has a reduced cost of -1 (Minimum 1). Additionally, you gain proficiency in Smithing's Tools.
- Battle Prosthetic
At 7th level, you can seamlessly flow between using your weapon and prosthetic tools. When you use the Extra Attack feature found earlier in this class, you may replace one of your attacks with the use of an equipped prosthetic tool that does damage. You must still spend spirit emblems to use this tool.
- Fang and Blade
At 10th level, you learn to use your prosthetic tools and your weapon in conjunction. When you hit a creature with a prosthetic tool that causes damage, you may add your proficiency bonus to the damage.
At 15th level, you've learned how to upgrade your Prosthetic Tools, improving their capabilities. The number of modifications on each tools you can have is equal to your Intelligence Modifier.
- Sculptor’s Hand
At 18th level, you may unequip one prosthetic tool and equip another as a bonus action and non damaging prosthetics can be used either as a bonus or reaction when having them equiped.
A Shinobi capable of silent and efficient kills whilst being able to go undetected. These Arts teaches the ways art of a traditional assassins.
- Silent Kills
At 3rd level, once per turn, you can deal an extra 1d6 damage (Damage Type: the weapon used with "Silent Kills") to one creature you hit with an attack. If only work is either the creature is surprised, you have advantage on the attack, and or attacking in the air.
This damage increases to 2d6 at level 7, 3d6 at level 12, and 4d6 at level 17.
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.
- Precision Attack
At 10th level, your melee attacks critically strike on a natural 19 as well as 20
The chance to critically strike increases to 18-20 when you reach 16th level in this class.
At 15th level, when you kill an enemy with an attack, you can spend 6 Spirit Emblems to use your bonus action to throw a smoke bomb and automatically succeed in a hide check.
Additionally, the smoke bomb fills a sphere with a 20 foot radius with a thick fog cloud. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- The Shadow
At 18th level, you've proven not just being a killer but learning how to adapt to new challenges. You gain 1 proficiency in a save throw of your choosing.
Those that study under the Temple Arts master not just with their blades and prosthetics. But also training their bodies and their physical capabilities through martial arts. Those that master these arts finds themselves deadly with or without their weapons.
- Martial Arts
At 3rd level, you are trained in hand-to-hand combat.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.
- Your unarmed attacks deal 1d4 damage, this damage increases to 2d4 at 5th, 3d4 11th, and 4d4 at 17th levels.
At 7th level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. Additionally you lose access to this feature if your wielding a weapon with the heavy property.
You gain the following benefits while you are unarmed or wielding only proficient weapons and you aren't wearing armor or wielding a shield:
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 2 Spirit Emblems to make two unarmed strikes as a bonus action.
- Patient Defense
You can spend 2 Spirit Emblem to take the Dodge action as a bonus action on your turn.
- Step of the Wind
You can spend 2 Spirit Emblem to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Stand Ground
You can spend 2 Spirit Emblem to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until the end of your next turn.
- Deflect Missiles
As a reaction when you are hit by a ranged weapon attack roll, you can spend 2 Spirit Emblems to deflect the missile. When you do so, the damage you take from the attack is reduced by Unarmed Strike damage + your Wisdom modifier + your Sekiro level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
You can take the Attack action on your turn to throw the missile, which is considered to have a range of 20/60 feet unless otherwise stated.
At 10th level, the amount of Spirit Emblems you receive from Light Prayer is double and the range for it is now 10 feet and later becomes 15 feet at 17th level.
- Divine Child's rice
At 15th level, you can from a bowl with your hands and ask vocally the divine child's rice. If you are not disturb for 1 hour, rice will slowly fill your hand. It can be eaten by one creature currently capable of ingesting food it heal for 4d4+Wisdom Modifier and can cleanse all conditions. Becoming immune to those conditions until a long rest. The rice will spoil and be unusable after 8 hours.
Additionally, you have 1 charge of this feature. All changes will reset after a long rest.
- Perfect Self
At 18th level, you've mastered over one's self, Training both mind and body. You may take an additional reaction once per turn. The number of times you can use this feature is equal to your Wisdom Modifier (minimum-1).
At 3th level, you learn a specialized attack you can execute with your weapon(s), based on the type of Art you've learned. you may replace your attacks with your Combat Arts.
- (Prerequisites: Ashina Arts)
For 3 Spirit Emblems, You make 1 overhead strike on a creature with your weapon. If the attack lands and successfully deals damage, any damage that the creature has taken will restore as Posture from the damage dealt by this Art.
- Nightjar Slash
- (Prerequisites: Prosthetic Arts)
For 2 Spirit Emblems, you perform a spinning somersault. Allowing you to avoid any attacks of opportunities within range. You leap within a 20-foot line allowing you to attack a single creature in that line. As long as there is a open space.
- Whirlwind Slash
- (Prerequisites: Shinobi Art)
For 2 Spirit Emblem, you perform a spinning attack. Make a melee attack against any number of creatures within a 5 feet of you, with a separate attack roll for each target.
- Praying Strike
- (Prerequisites: Temple Arts)
For 3 Spirit Emblems, you unleash a flurry of quick attacks and preventing counterattacks. You make 2 consecutive unarmed strike attacks and can moving up 5 feet for each strike on a single creature. Additionally for each strike, the creature can't use their Reaction to preform any counterattacks towards you.
- Ichimonji Double
- (Prerequisites: Ashina Arts and 7th level)
For 5 Spirit Emblems, you make 2 consecutive overhead strikes on a single creature with your weapon. You make 2 separate attacks, any damage that the creature has taken will restore as Posture from the damage dealt by this Art.
- Nightjar Slash Reversal
- (Prerequisites: Prosthetic Arts and 7th level)
For 2 Spirit Emblems, After activating Nightjar Strike. For a bonus action you can strike a creature within a 5 feet of you as your traveling in a 20-foot line. If the attack successfully lands, you may use the creature as a springboard and jump away from the creature in the opposite direction. Additionally you may jump a 15-foot line away from the creature and avoid an attack of opportunity as long as there is space to land.
- (Prerequisites: Shinobi Arts and 7th level)
For 3 Spirit Emblems, Unleash a long range, powerful thrust, then use the impaled opponent as a platform to vault into the skies. You travel in a 20-foot line. If there is a creature within the line, you stop moving and may attack that creature.
- Praying Strike Exorcism
- (Prerequisites: Temple Arts and 7th Level)
For 4 Spirit Emblems, you unleash a flurry of quick attacks and preventing counterattacks. You make 3 consecutive unarmed strike attacks and can moving up 5 feet for each strike on a single creature. Additionally for each strike, the creature can't use their Reaction to preform any counterattacks towards you.
- Ashina Cross
- (Prerequisites: Ashina Arts and 13th Level)
- Living Force
- (Prerequisites: Prosthetic Arts and 13th Level)
For 3 Spirit Emblem, You may imbue your weapon with the power of your prosthetic tools. Once per turn, you may add 1d6 additional damage lasting for rounds equal to your proficiency bonus. The type of damage depends on what prosthetic tools you have equipped. Applicable tools and their damage types are as follows:
- Flame Vent (Fire)
- Loaded Axe (Slashing)
- Loaded Spear (Piercing)
- Subimaru (Poison)
- (Prerequisites: Shinobi Arts and 13th Level)
For 3 Spirit Emblems, After leaping into the air with Shadowrush, one may perform a spinning sword attack as you descend. spend a bonus action to use the creature as a springboard and doing a spinning slash attack with your weapon.
- Senpou Leaping Kick
- (Prerequisites: Temple Arts and 13th Level)
You've reached a point in mastery of the Arts that you're able to combine techniques to make even more power techniques.
- Ichimonji Ignite
- (Prerequisites: Ashina Arts and Prosthetic Arts)
- Place Holder
- (Prerequisites: Ashina Arts and Shinobi Arts)
- High Monk
- (Prerequisites: Ashina Arts and Temple Arts)
- Sakura Dance
- (Prerequisites: Prosthetic Arts and Shinobi Arts)
- Place Holder
- (Prerequisites: Prosthetic Arts and Temple Arts)
- Gentle Blade
- (Prerequisites: Shinobi Arts and Temple Arts)
- One Mind
- (Prerequisites: 20 Dexterity or higher)
For 4 Spirit Emblems per strike, as an attack, you create multiple slashes eviscerate your enemies without so much as moving your sword slightly out of the shealth. Within a 10 foot area in front of you. All enemies within that area make a Dexterity saving throw disadvantage against your Shinobi DC. A creature that fails the saving throw takes 4d6 force damage and is stunned until the end of your next turn. On a successful save a creature takes half of the damage and is not stunned. You cannot use this attack on consecutive turns, however, you may use it multiple times in one turn due to Extra Attack.
- Dragon Flash
- (Prerequisites: 18 Strength and 18 Dexterity or higher)
For 5 Spirit Emblems, you execute a lighting-fast attack that results in a powerful shockwave. Creature and all others within a 30-foot line must make a Dexterity saving throw against your Shinobi save DC.
On a failure, they must make a Constitution saving throw, or they take your weapon damage+Dexterity+Strength Modifiers and are pushed back 10 feet and becomes prone. On a success, they aren’t pushed and prone.
- Floating Passage
- (Prerequisites: 18 Dexterity and 18 Wisdom or higher)
For 1 Spirit Emblem per strike to a maximum of 5 strikes.
- Spiral Cloud Passage
- (Prerequisites: Floating Passage and 15th level)
- Mortal Draw
- (Prerequisites: 20 Constitution and a Legendary weapon or Higher)
- Empowered Mortal Draw
- (Prerequisites: Mortal Draw and 15th level)
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: