Ryoko's Guide to the Yokai Realms, pg 206
Masters of illusion, guerilla warfare, and martial combat, Shinobi wizards are elusive tricksters and deadly warriors, striking in a furious onslaught of magic, weaponry, and acrobatics. They adopt a philosophy which unifies martial skill with spellcasting, empowering their blows with devastating magical enhancements before vanishing into darkness. A Shinobi’s unique abilities make them the ultimate artisans of espionage and infiltration, wielding deception, secrecy, and explosive aggression as lethal tools in their arsenal.
Shinobi Training
3rd-Level Shinobi Feature
You gain proficiency with light armour, hand crossbows, Thrown weapons, and Finesse weapons; you gain proficiency with the Stealth skill; and you can use a weapon you are proficient with as your spellcasting focus. Finally, you gain darkvision out to 60 feet, or if you already have darkvision, its range is increased by 30 feet.
Shadow Striker
3rd-Level Shinobi Feature
You have learned the art of synchronising spellcasting and weaponry. Immediately after you hit a creature with a weapon attack on your turn, you can use a bonus action and expend one spell slot to deal extra damage to that target, equal to 1d8 damage per level of the spell slot expended. You can then perform one of the following techniques as a part of that bonus action:
Extra Attack
7th-Level Shinobi Feature
You can attack twice rather than once when you take the Attack action on your turn. In addition, magical darkness doesn’t impede your vision.
Umbral Striker
11th-Level Shinobi Feature
Your command of shadow magic further enhances your lethal capabilities. You can now also choose from the following options when you use your Shadow Striker feature, but only if you empower your attack with a spell slot of 3rd level or higher.
Shadow Savant
15th-Level Shinobi Feature
The shadows are your eager servants. When another creature you can see moves into an area that is heavily obscured from an effect you have magically created or starts its turn there, you can force it to make a Strength saving throw against your wizard spell save DC (no action required). On a failure, the creature is restrained until the start of its next turn. A creature can be forced to make this saving throw no more than once per turn.