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Sealing Specialist
A shinobi works tirelessly throughout the night, frantically scribbling notes down onto a scroll. A group of rival ninja infiltrate his home, and begin to search for their target. As they prowl the shinobi’s home, one by one, they begin to trigger hidden traps. One becomes paralyzed, and is decimated by a shuriken trap. Another is incinerated in a fiery explosion. The third simply disappears, warped away to a distant location. Sealing specialists are often overlooked, but their skills are necessary in combat. From the explosive tags a ninja uses, to a curse mark placed on an ally, sealing specialists provide strong defensive and offensive abilities.
Sealing Knowledge
When you choose this specialization at 3rd level, your knowledge of jutsu expands, allowing you to select jutsu from the Fuinjutsu (seals) list. Your sealing slots also increase to ½ your ninja level (rounded up) + your constitution modifier.
Tactical Movement
Additionally at 3rd level, whenever you roll for initiative, you add your intelligence modifier to the roll as well.
Additional Proficiencies
Additionally at 3rd level, you gain proficiency with calligrapher’s supplies, and you learn how to craft Ninja Tag. The price to craft a Ninja Tag is ¼th the cost of the listed price when you craft them.
Forbidden Knowledge
Starting at 6th level, your study of seals has deepened. Your knowledge of jutsu expands, allowing you to select jutsu from the Fuinjutsu (curse mark) list. You learn two of the curse mark jutsu at this time for free, as long as they are B-Rank or lower.
Improved Ninja Tags
Beginning at 11th level, your skills with crafting paper bombs has increased. The save DC of the paper bombs you create increases to be equal to your sealing jutsu DC (8+proficiency+Intelligence modifier), and paper bombs that you create deal additional damage equal to your intelligence modifier.
Tactical Brilliance
At 17th level, your wits in the heat of battle are heightened. You deal additional damage with melee and ranged weapon attacks equal to your intelligence modifier. You also add your intelligence to your armor class instead of wisdom if your intelligence bonus is higher than your wisdom.
Additionally, you can use your action on your turn to analyze a target. Choose a creature within 60 feet of you. You study their movements and find openings in their defenses. You gain advantage on attack rolls against that creature until the end of your next turn. If you subject that creature to a saving throw before the end of your next turn, they make their first saving throw at disadvantage.
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