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The Ninja

By: Hanzo187 (Matt Sylvain)

CLASS TRAITS
Role: Striker. You jump and move about,
pecking away at your enemies as you go.
When you can move, you are at your
deadliest.
Power Source: Ki. Through extensive training
and meditation, you have become adept at
controlling and utilizing spiritual energy, be
it yours or your enemies.
Key Abilities: Dexterity, Wisdom, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand
crossbow, short bow, short sword, shuriken,
sickle
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution
modifier

I am a leaf in the wind, a wraith in the air. You


will not find me unless I wish to be found.

Ninja Overview
Characteristics: Where the rogue relies on combat advantage
to deal damage, you rely on movement. Your ability to
freely move about the battlefield allows you to unleash the
full extent of your stealthy strike ability, in addition to the
mystical advantages granted by the use of your ki.
Religion: Ninja are not prone to religion, but those who
embrace a deity usually associate with gods of mysticism,
illusion, and sometimes death. Good and unaligned ninja
tend towards Sehanine or Ioun. Evil ninja worship Vecna.
Races: Elves make excellent rat ninja, their natural speed
meshing well with their excellent perception. Eldarin are
primarily scorpion ninja, with their disposition for
knowledge coming in handy for precision offense. Humans
make up the bulk of ninja, and function well in any form.

Trained Skills: Acrobatics and Stealth. From


the class skill list below, choose four more
trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str),
Bluff (Cha), Dungeoneering (Wis), Insight
(Wis), Nature (Wis), Perception (Wis), Stealth
(Dex), Streetwise (Cha), Thievery (Dex)
The ninja are the warriors of mysticism and concealment.
Sneaky, cunning, and quick, those who see the ninja do not
live to tell the tale. Combining quick movement with
amazing stealth, the ninja are adept at appearing suddenly,
striking quickly, and fading away, into the night.
Because you are a ninja, many people have a crude and
sometimes narrow viewpoint of you. Many see you as an
evil, remorseless assassin who kills by stealth. Others see
you as a mystical thief who takes what he wishes when he
wishes. In truth, the ninja are experts in guerilla warfare,
sowing the seeds of confusion and deception to gain the
advantage against their enemies. Your skill in
unconventional combat requires you to be mobile, and your
mastery of ki complements this. The ability to move quickly
and strike suddenly are aspects of combat the ignorant could
never hope to understand, and you would have it no other
way.
Your body is strong, your mind is clear, and your soul is at
peace. Now, how will you use the power you are given? Will

you kill at your leisure, or perhaps serve a cause greater than


yourself?

Ninja Class Features


All ninja share these class features.

Creating a Ninja
The rat ninja and scorpion ninja are your primary builds.
The rat ninja uses instinct to augment his senses and skitter
about the battlefield, while the scorpion ninja uses
knowledge of anatomy and precision attacks to sting his
enemies. Dexterity, Wisdom, and Intelligence are your most
important scores.

Rat Ninja
Instinct is your armor. Your skill at using your ki is better
than other ninja, but manipulating the energy of others is
more difficult. Dexterity is of the most use to you. Wisdom
should be your second-highest score, with the way of the rat
as your path. Powers that reward Wisdom are your targets,
but some of the Intelligence-based powers are helpful
options.
Suggested Feat: Quick Blade (Human Feat: Human
Perseverance)
Suggested Skills: Acrobatics, Athletics, Insight, Perception,
Stealth, Thievery
Suggested At-Will Powers: anticipatory strike, ki blade
Suggested Encounter Power: crescent blade
Suggested Daily Power: flare jutsu

Scorpion Ninja
You rely on your knowledge of anatomy, along with your
natural skill for ki, and attack with calculated precision,
striking chakra points to cause a variety of ailments. You
require a high Dexterity for mobility. Since knowledge is
your weapon, you need a high Intelligence score. Take the
way of the scorpion path. It is best to take powers that use
Intelligence, but it helps to take certain powers that use your
Wisdom score.
Suggested Feat: Reverse Grip (Human Feat: Action Surge)
Suggested Skills: Acrobatics, Athletics, Bluff, Stealth,
Steetwise, Thievery
Suggested At-Will Powers: speedy slash, suigetsu strike
Suggested Encounter Power: armpit strike
Suggested Daily Power: spirit slash

Alchemical Mastery
You gain Alchemist as a bonus feat. You may add your
Intelligence modifier to attacks made when using poison
and volatile alchemical items.

Ninja Weapon Talent


Choose two of the following weapons. You gain the benefit
when wielding the chosen weapons and may not change
them at anytime thereafter.
Dagger: +1 bonus to attack rolls
Hand crossbow: +1 bonus to damage rolls
Short bow: Increase range by 2 and long range by 4
Short sword: Treat as a defensive weapon
Shuriken: Increase weapon damage die by one size
Sickle: Treat as a brutal 1 weapon

Ninjutsu Path
All ninja follow ninjutsu (the art of concealing). Some sting
their enemies with precise attacks, others may scurry about
and use instinct to avoid danger, and others still may inflict
pain through cold ferocity.
Choose one of the following options.
Way of the Scorpion: You may add your Intelligence
modifier to opportunity attack rolls.
Way of the Rat: As long as you are wearing cloth armor or
no armor, you may add your Wisdom modifier to AC.

Stealthy Strike
Once per round, when you move at least 2 squares from
your original position and are wielding a weapon from the
bow, crossbow, or light blade groups, you may deal extra
damage to that foe. You decide whether to apply this extra
after making the damage roll. As you advance in level, the
damage increases.

Level
1st-10th
11th-20th
21st-30th

Stealthy Strike Damage


+1d6
+2d6
+3d6

Ninja Powers
Your ability to manipulate ki has given you the skill to
unlock a variety of techniques. Some of these require
knowledge of anatomy to control your enemies' ki and
should be used with a high Intelligence score. Others still
call upon your own spirit and become more potent with a
high Wisdom score.

Level 1 At-Will Techniques


Anticipatory Strike

Ninja Attack 1

When you hit your opponent, you instinctively prepare to move


again.
At-Will Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, crossbow, or
light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks
You before the start of your next turn and misses, you
may shift 1 square as an immediate reaction.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Ki Blade

Ninja Attack 1

Imparting a fragment of your spirit into your weapon, you strike


with conviction.
At-Will Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Wisdom modifier
damage.
Increase damage to 2[W] + Dexterity modifier + Wisdom
modifier at 21st level.

Level 1 Encounter Techniques


Armpit Strike

Ninja Attack 1

You hit a pressure point under the enemys arm, weakening it.
Encounter Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Way of the Scorpion: You gain a bonus to the attack roll
equal to your Intelligence modifier.
Hit: 1[W] + Dexterity modifier damage, and the target is
weakened until the end of your next turn.

Crescent Blade

Ninja Attack 1

Your blade moves like a crescent as you attack your enemy,


making it difficult for him to see it.
Encounter Ki, Illusion, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you gain
concealment against the target until the end of your next
turn.
Way of the Rat: You deal extra damage equal to your
Wisdom modifier.

Deadly Wound

Ninja Attack 1

Using your sixth sense, you quickly move, then slice.


At-Will Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

You cut a vital trigger point in the enemys body, injuring them
further.
Encounter Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier + Intelligence modifier
damage.

Suigetsu Strike

Falcons Talon

Speedy Slash

Ninja Attack 1

Ninja Attack 1

You move out of the way and strike a pressure point, causing
serious pain.
At-Will Ki, Weapon
Standard Action
Melee weapon
Special: You may use this power for an opportunity attack.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier damage at
21st level.

Ninja Attack 1

Driving ki into your legs, you effortlessly jump over your


enemys head, leaving a slash as you fly past.
Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One Small or Medium creature
Attack: Dexterity vs. AC
Special: You may shift to any square adjacent to the target
before making the attack roll.
Hit: 2[W] + Dexterity modifier damage.

Level 1 Daily Techniques

Solar Flash Jutsu

Ninja Attack 1

You emit a brilliant flash of light from your weapons blade.


Daily Ki, Radiant, Weapon
Standard Action
Close blast 3
Requirement: You must be wielding a light blade.
Target: Each enemy in blast
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier radiant damage, and the
target is blinded until the end of your next turn.
Miss: Half damage, and the target is not blinded.

Spirit Shred

Ninja Attack 1

Imparting a portion of ki into your weapon, you strike directly


into your opponents soul.
Daily Ki, Necrotic, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier necrotic damage, and
ongoing 3 necrotic damage (save ends).
Miss: Half damage, and no ongoing damage.

Spirit Strike

Ninja Attack 1

You push ki into an enemy in an attempt to injure their spirit.


Daily Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is
weakened and grants combat advantage to you (save
ends both).
Miss: Half damage, and the target grants combat
advantage to you until the end of your next turn.

Level 2 Utility Techniques


Instinctive Step

Ninja Utility 2

You move about quickly but carefully, acutely aware of your


surrounding as you move.
Encounter Ki
Move Action
Personal
Prerequisite: You must be trained in Perception.
Effect: You may shift a number of squares equal to your
Wisdom modifier.

Ki Dodge

Ninja Utility 2

Your movements make you a more difficult target to catch.


Encounter Ki
Minor Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You gain a +2 power bonus to your AC and Reflex
defense until the start of your next turn.

See Underneath

Ninja Utility 2

The Underneath
You can see through your opponents deception.
Encounter Ki
Minor Action
Ranged 5
Target: One creature
Prerequisite: You must be trained in Insight.
Effect: You gain a +2 power bonus to Insight checks
against the target until the end of the encounter.

Sensitive Locksmith

Ninja Utility 2

Your manipulate your ki into your fingers, increasing your


sensitivity and allowing you to pull off your daring heist
Encounter Ki
Free Action
Personal
Prerequisite: You must be trained in Thievery.
Trigger: You roll a Thievery check and dislike the result.
Effect: Reroll the Thievery check. You gain a +2 power
bonus for this check. You must decide to take the reroll
before the DM announces the result.

Softened Footsteps

Ninja Utility 2

Driving ki into your feet, you learn to silence the noise your
footsteps would normally make.
At-Will Ki
Move Action
Personal
Prerequisite: You must be trained in Stealth.
Effect: You may move your speed and make a Stealth
check. You take no penalty to your check for moving in
this way.

Level 3 Encounter Techniques


Clarity of the Rat

Ninja Attack 3

Forcing your spirit into your opponent, you gain a better


understanding of the enemys movements.
Encounter Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and the target
takes a -1 penalty to attack rolls until the start of your
next turn.
Way of the Rat: The penalty to attack rolls is equal to
your Wisdom modifier.

Mirror Blade

Ninja Attack 3

By spinning your body and pushing out your ki, you knock your
opponent aside and move on to the next foe.
Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, the target is
knocked prone, and you may shift 1 square.
Way of the Scorpion: If an adjacent enemy makes a
melee attack against you and misses, you may use this
power as an immediate reaction.

Slithering Snake Jutsu

Venomous Manipulation
Shadow Pin Jutsu

Ninja Attack 3

You pin your enemys shadow to the ground.


Encounter Ki, Illusion, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is
immobilized until the end of your next turn.

Sonic Blade

Ninja Attack 3

Your ki causes your weapon to vibrate violently.


Encounter Ki, Thunder, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier thunder damage, and the
target is deafened until the end of your next turn.

Level 5 Daily Techniques


Shinobis Fury

Ninja Attack 5

Driving your blade into the ground, you unleash your inner
fury, which enhances your spiritual strength and hinders your
enemies.
Daily Ki, Weapon
Standard Action
Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in burst you can see
Attack: Wisdom vs. AC
Hit: 1d10 + Wisdom modifier damage, and you gain a +1
power bonus to attack rolls against the target (save ends).
Miss: Half damage, and no attack bonus.

Ninja Attack 5

After making a few hand signs, you slither about the battlefield,
cutting down your enemies as you move along.
Daily Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: See entry
Effect: Shift up to your speed. When you move adjacent to
an enemy, make an attack as a free action.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Special: You may attack each enemy only once.

Ninja Attack 5

You strike several pressure points. Each point struck carries a


venomous sting that will slowly weaken your enemy.
Daily Ki, Poison, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier + Intelligence modifier
poison damage, and ongoing 5 poison damage (save
ends).
Miss: Half damage, and no ongoing damage.

Level 6 Utility Techniques


Chameleon Skin Jutsu

Ninja Utility 6

You use your ki to blend into your surroundings, becoming like


the chameleon.
At-Will Ki, Illusion
Minor Action
Personal
Prerequisite: You must be trained in Stealth.
Effect: You gain concealment until the start of your next
turn.

Shedding Skin Jutsu

Ninja Utility 6

Like the snake, you shed your skin and get away.
Encounter Ki
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: If youre immobilized, slowed, or helpless, end the
condition. You may shift a number of squares equal to
your Wisdom modifier.

Spider Climb Jutsu

Ninja Utility 6

The ki in your fingers interacts with the life energies of the


world. This mixture grants you the ability to merge with any
surface.
At-Will Ki
Move Action
Personal
Prerequisite: You must be trained in Athletics.
Effect: You may climb a surface at one-half your speed
without making an Athletics check to climb.

Sudden Warning

Ninja Utility 6

Your acute perception serves you well, alerting your comrades to


impending danger.
Daily Ki
Immediate Interrupt
Close burst 5
Prerequisite: You must be trained in Perception.
Trigger: You roll initiative.
Target: You and each ally in burst
Effect: The target gains a power bonus to the initiative
check equal to your Wisdom modifier.

Spiders Fang Jutsu

Ninja Attack 7

The ki you impart into your weapon bears bitter venom for your
enemy.
Encounter Ki, Poison, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier poison damage, and the
target is slowed until the end of your next turn.
Way of the Rat: The target is immobilized until the end
of your next turn instead.

Level 9 Daily Techniques


Evisceration of the Master

Level 7 Encounter Techniques


Glistening Blade

Ninja Attack 7

The blade you wield glistens in the light, making your enemy
easy prey to its lethal edge.
Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Way of the Scorpion: You gain a power bonus to the
attack roll equal to your Intelligence modifier.
Hit: 2[W] + Dexterity modifier damage, and the target is
dazed until the end of your next turn.

Ice in Your Veins

Ninja Attack 7

You drive ki into an enemys muscle, causing severe weakness.


Encounter Ki, Cold, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier cold damage, and roll 1d20.
Determine the effect based on the roll.
1-10: Strikes the arms. The target cannot attack until the
start of your next turn.
11-20: Strikes the legs. The target is knocked prone.

Ninja Attack 9

You stab your opponents ki points with deadly precision.


Daily Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Make a secondary
attack.
Secondary Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target
takes ongoing damage equal to 5 + your Intelligence
modifier.
Miss: Half damage, and no secondary attack.

Rock Breaker Jutsu

Ninja Attack 9

You drive your blade into the ground. Those caught in the small
quake you create suffer the consequences.
Daily Ki, Thunder, Weapon
Standard Action
Close blast 3
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: Each enemy in blast you can see
Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier thunder damage, and the
target is knocked prone.
Miss: Half damage, and the target is not knocked prone.

Spark Blade Jutsu

Ninja Attack 9

You convert your ki into electricity. When you hit them, every
movement causes intense pain.
Daily Ki, Lightning, Reliable, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier lightning damage, and until
the end of the encounter, whenever the target moves at
least 2 squares during a single action, it takes lightning
damage equal to your Wisdom modifier.

Level 10 Utility Techniques


Ancestral Memory

Ninja Utility 10

Your memory of your masters teachings serves you well as you


suddenly remember their ancient ways.
Daily Ki, Stance
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: Until the stance ends, your speed increases by 1,
and you gain a +1 power bonus to attack rolls when
wielding a light blade.

Cold-Hearted Comfort

Ninja Utility 10

The flow of ki throughout your body renders you a cold-hearted


warrior, but it serves its purpose.
Encounter Ki, Cold, Necrotic
Minor Action
Personal
Prerequisite: You must be trained in Perception.
Effect: Choose either cold or necrotic. You gain resist 10 to
the chosen energy type until the start of your next turn.

Shadow Jump

Ninja Utility 10

Your shadow comes forth, enveloping you and transporting you


to another location.
Encounter Ki, Teleportation
Move Action
Personal
Prerequisite: You must be trained in Insight.
Effect: Teleport up to a number of squares equal to 2 +
your speed.

Veiled Presence

Ninja Utility 10

You use your spirit energy to completely shroud yourself in


secrecy.
Encounter Ki, Illusion
Minor Action
Personal
Prerequisite: You must be trained in Stealth.
Effect: You become invisible until the end of your next
turn.

Level 13 Encounter Techniques


Dark Rainbow Slice

Ninja Attack 13

Running your hand down your blade, you make your opponent
believe your weapon is longer than it really is.
Encounter Ki, Illusion, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: Make a secondary attack. You gain combat advantage
for this attack.
Secondary Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.

Ice Heart Jutsu

Ninja Attack 13

Your heart becomes as cold as ice, chilling the enemy to the


bone.
Encounter Ki, Cold, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier cold damage, and the target
takes a -1 penalty to AC until the end of your next turn.
Way of the Rat: The penalty to AC is equal to your
Wisdom modifier.

Shadow Slice Jutsu

Ninja Attack 13

Before, you attacked one shadow. Now, you attack many.


Encounter Ki, Weapon
Standard Action
Close blast 5
Requirement: You must be wielding a bow, a crossbow, or
a light thrown weapon.
Target: Each enemy in blast you can see.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.

Solar Plexus Strike

Ninja Attack 13

You drive the butt of your weapon into your opponents chest,
causing paralysis and pain.
Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Way of the Scorpion: You gain a power bonus to the
attack roll equal to your Intelligence modifier.
Hit: 2[W] + Dexterity modifier damage, and the target is
dazed until the end of your next turn.

Level 15 Daily Techniques


Boas Vengeance Jutsu

Ninja Attack 15

Like the boa, you project your ki to your opponents neck,


choking them.
Daily Ki, Illusion, Weapon
Standard Action (Special) Ranged 5
Special: If you have combat advantage against the target,
you may use this power as a move action.
Requirement: You must be wielding a light blade.
Target: One creature you can see
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier damage, and the target is
Immobilized until the start of your next turn.
Sustain Move: You sustain the power. The target takes
1d10 damage and remains immobilized. You may sustain
the power up to three times.
Miss: Half damage, and the target is not immobilized.

Ghost Knife

Ninja Attack 15

You penetrate deeply into your opponents soul, wearing them


away little by little.
Daily Ki, Necrotic, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. all defenses
Special: Make one attack roll. You hit if your attack roll
meets or exceeds any defense.
Hit: 2[W] + Dexterity modifier necrotic damage. For each
defense you meet or exceed, the target takes ongoing 3
necrotic damage (save ends)

Substitution Jutsu

Ninja Attack 15

An attack strikes true, but you suddenly disappear, revealing


yourself behind your would-be assailant.
Daily Ki, Teleportation, Weapon
Immediate Interrupt
Ranged 10
Requirement: You must be wielding a light blade.
Trigger: You are hit by a melee or ranged attack from an
enemy within range.
Effect: You teleport to a square adjacent to the triggering
enemy and make a melee attack. You take no damage
and gain combat advantage for the attack.
Target: The triggering enemy
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.

Level 16 Utility Techniques


Jackrabbit Defense

Ninja Utility 16

Your feet are ever-moving.


Daily Ki, Stance
Minor Action
Personal
Prerequisite: You must be trained in Acrobatics.
Effect: When an enemy moves adjacent to you, you may
shift 1 square as an immediate interrupt. The enemy may
make a saving throw to negate the shift, but it does not
end the stance.

Ghost Dodge

Ninja Utility 16

You become like a ghost, ethereal and silent.


Daily Ki, Illusion
Immediate Interrupt
Personal
Trigger: You would be hit by a melee attack.
Prerequisite: You must be trained in Insight.
Effect: You become invisible and insubstantial until the
end of your next turn.

Inhuman Boost

Ninja Utility 16

Your ki allows you to reach inhuman heights.


Encounter Ki
Minor Action
Personal
Prerequisite: You must be trained in Athletics.
Effect: Make an Athletics check to jump. You are
considered to have a running start and gain a +5 power
bonus to the jump.

Stealth Dash

Ninja Utility 16

You move with incredible speed, but no one hears you.


Daily Ki
Minor Action
Personal
Prerequisite: You must be trained in Stealth.
Effect: Until the end of the encounter, you take no penalty
to your Stealth check for running. You take no attack
penalty and do not grant combat advantage for running
while this power is in effect.

Level 17 Encounter Techniques


Ice Veil Strike

Ninja Attack 17

You strike with a blade of ice, which only makes your enemy
more fearful of the chill you bring them.
Encounter Ki, Cold, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier cold damage.
Effect: The target gains vulnerable 10 cold until the end of
your next turn.
Way of the Rat: The cold vulnerability is equal to 10 +
your Wisdom modifier.

Needle Point

Ninja Attack 17

A series of precision attacks leaves your enemy broken.


Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier damage.
Effect: Roll 1d20 determine the effect based on the roll. The
effect lasts until the start of your next turn.
1-7: Target takes a -1 penalty to attack rolls and damage
rolls.
8-14: Target takes a -1 penalty to all defenses.
15-20: Target takes a -1 penalty to speed.
Way of the Scorpion: The penalty is equal to your
Intelligence modifier.

Panther Claw

Ninja Attack 17

Your attack comes suddenly, then you move forward.


Encounter Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: You may shift one-half your speed.

Level 19 Daily Techniques


Poison Fog Jutsu

Ninja Attack 19

Gathering a small ball of ki into your blade, you thrust it onto


the ground, unleashing a large cloud of deadly gas.
Daily Ki, Poison, Weapon, Zone
Standard Action
Close burst 2
Requirement: You must be wielding a light blade.
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier poison damage.
Effect: The burst creates a zone of poison gas. Any creature
(except you) who enters or starts their turn in the zone
takes ongoing 10 poison damage (save ends).
Sustain Minor: You sustain the power.

Vision of Pain

Ninja Attack 19

Once you hurt your enemy, you truly understand what they are
trying to do.
Daily Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage, and the target
cannot make opportunity attacks against you until the
end of the encounter.
Miss: Half damage, and the target cannot make
opportunity attacks against you until the end of your
next turn.

Level 22 Utility Techniques


Double Jump

Ninja Utility 22

For a moment, when you float in the air, you push out your ki
and jump a second time.
Encounter Ki
Free Action
Personal
Trigger: You roll an Athletics check to jump and move the
appropriate distance.
Prerequisite: You must be trained in Athletics.
Effect: Roll an additional Athletics check with a +5 power
bonus and move the appropriate distance. Add one-half
your height to the vertical distance cleared.

Heart of Darkness
Spirit String Jutsu

Ninja Attack 19

Your ability to manipulate others enables you to control an


enemy for a brief period.
Daily Ki, Charm, Weapon
Standard Action
Ranged 5
Requirement: You must be wielding a light blade.
Target: One creature you can see
Attack: Intelligence vs. Will
Hit: The creature is dominated until the start of your next
turn.
Sustain Minor: You sustain the power for another round.
You may sustain this power up to three times.
Miss: 2d10 + Intelligence modifier damage.

Ninja Utility 22

You look into your soul and see, like all others, you have a dark
side. You just know when it is appropriate to draw it out.
Daily Ki, Cold, Necrotic
Minor Action
Personal
Prerequisite: You must be trained in Insight.
Effect: Choose cold or necrotic. Until the end of the
encounter, you gain immunity to the chosen energy type
and vulnerable 5 radiant.

Seventh Sense

Ninja Utility 22

Focusing your ki throughout your body, you body becomes


attuned to everything happening in the immediate area.
Encounter Ki
Minor Action
Personal
Prerequisite: You must be trained in Perception.
Effect: You gain blindsight 6 until the end of your next
turn.

Tengus Cloak

Ninja Utility 22

You wear the darkness like a cloth, concealing yourself from your
enemy.
Daily Ki, Illusion
Minor Action
Personal
Prerequisite: You must be trained in Stealth.
Effect: You become invisible until the end of the encounter
or until you are hit by a melee or ranged attack.

Level 23 Encounter Techniques


Ice Wave Jutsu

Ninja Attack 23

Your blade becomes a chilly as ice, and those caught in the way
find themselves frozen from your chilled disposition.
Encounter Ki, Cold, Weapon
Standard Action
Close blast 5
Requirement: You must be wielding a light blade.
Target: Each enemy in blast you can see
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier cold damage, and the target
is immobilized until the end of your next turn.

Twin Scorpion Sting

Ninja Attack 23

You weave your ki into two deadly prongs, causing twofold


injury to your opponent.
Encounter Ki, Poison, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier poison damage, and the
target is slowed until the end of your next turn. Make a
secondary attack.
Secondary Attack: Dexterity vs. AC
Way of the Scorpion: You gain a power bonus to the
secondary attack roll equal to your Intelligence modifier.
Hit: 2[W] + Dexterity modifier + Intelligence modifier
poison damage.

Twin Shadow Strike

Ninja Attack 23

Your shadow springs forth and attacks.


Encounter Ki, Illusion, Necrotic, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One or two creatures
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier necrotic damage. Make a
secondary attack against the same or a different creature.
Secondary Attack: Dexterity vs. AC
Way of the Rat: You gain combat advantage against the
target for the secondary attack.
Hit: 2[W] + Dexterity modifier necrotic damage.

Level 25 Daily Techniques


Flowing Water Jutsu

Ninja Attack 25

Your movement and your use of ki allows you to create hazy


images of yourself, enabling you to circle around your opponent
and make a devastating attack.
Daily Ki, Illusion, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Special: You may shift into any square adjacent to the
target before making the attack roll. You gain combat
advantage for the attack.
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage.
Miss: Half damage.

Moles Revenge Jutsu

Ninja Attack 25

You make the ground quake beneath your feet, leaving your
enemies disoriented and helpless.
Daily Ki, Thunder, Weapon
Standard Action
Close burst 2
Requirement: You must be wielding a light blade.
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier thunder damage, and the
target is knocked prone.
Miss: Half damage, and the target is slowed until the end
of your next turn.

Shadow Stalker Jutsu

Ninja Attack 25

Instead of pinning your enemys shadow to the ground, you


control it.
Daily Ki, Charm, Weapon
Standard Action
Ranged 5
Requirement: You must be wielding a bow, crossbow, or
light blade.
Target: One creature of Medium size or larger you can see
Attack: Intelligence vs. Will
Hit: You disappear and gain control of the target. Treat
yourself as the target. You may use any of the targets
powers (including racial powers), but none of your own.
At the end of your next turn or if the target dies, you
reappear in a square adjacent to the target.
Miss: 3d10 + Intelligence modifier damage.

Level 27 Encounter Techniques


Shadow Shuriken Jutsu

Ninja Attack 27

One shuriken becomes many, and each homes in on a different


target.
Encounter Ki, Illusion, Weapon
Standard Action
Close burst 5
Requirement: You must be wielding a shuriken.
Special: You do not need to fulfill the ammunition
requirement when using this power.
Target: Each enemy in burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Intelligence modifier
damage.
Way of the Scorpion: On a critical hit, the target is
blinded until the end of your next turn.

Transformation Strike

Ninja Attack 27

As you strike, you change into another person, confusing your


enemy to your true self and filling them with doubt.
Encounter Ki, Illusion, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 4[W] + Dexterity modifier damage, and the target
cannot attack you until the start of your next turn.

Whirlwind Razor Blade

Ninja Attack 27

Moving at high speed, you unleash a torrent of deadly cuts


against the enemy.
Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding light blade.
Target: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 2[W] + Dexterity modifier damage per attack.
Effect: You shift 1 square.
Way of the Rat: You shift a number of squares equal to 1
+ your Wisdom modifier.

Level 29 Daily Techniques


Leopard Blow

Ninja Attack 29

An ancient attack taught by your masters drives into your


enemys chest, bringing death to those who are already weakened.
Daily Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 7d10 + Dexterity modifier damage. If the target is
bloodied, increase to 9d10 + Dexterity modifier damage.
Miss: 3d10 + Dexterity modifier damage. If the target is
bloodied, increase to 4d10 + Dexterity modifier damage.

Polar Blade Jutsu

Ninja Attack 29

You create a sharp blade of frigid air with your ki and launch it
at your opponent, freezing them in place.
Daily Ki, Cold, Weapon
Standard Action
Ranged weapon
Requirement: You must be wielding a bow, crossbow, or
light thrown weapon.
Target: One creature
Attack: Wisdom vs. AC
Hit: 5[W] + Wisdom modifier cold damage, and the target
is helpless and takes ongoing 10 cold damage (save ends
both). On a critical hit, increase to helpless and ongoing
20 cold damage (save ends both).
Miss: Half damage, and the target is slowed (save ends).

Shukuchi (Reduced Earth)

Ninja Attack 29

Your movements become so quick, the enemy think the earth


literally shrinks between you and it.
Daily Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: See entry
Effect: Shift up to twice your speed. When you move
adjacent to an enemy, make an attack as a free action.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Special: You may deal Stealthy Strike damage to each
target, as long as you move at least 2 squares per attack.
Using this power counts as one use of Stealthy Strike.

Paragon Paths
Iron Master
Through the body, a ninja can become stronger, faster, and a true
force of might. Those who master the body master the way of the
ninja.
Prerequisites: Ninja class
You are a ninja who seeks to improve his body, hoping to
attain physical perfection. Because you focus on the body,
you manipulate ki to augment your physical attacks, and
you have a stronger resistance to anything that attacks your
body.

Iron Master Path Features


Iron Masters Action (11th Level): When you spend an
action point to take an additional action, you gain a +2 bonus
to your Fortitude defense until the end of your next turn.
Iron Legged (11th Level): When you make Athletics
checks to jump, you are treated as having a running start.
Iron Blade (16th Level): Gain +1d6 damage to your
Stealthy Strike when you move at least 4 squares from your
original position.

Iron Master Techniques


Tapered Edge

Iron Master Attack 11

You hone your attack to a finely tapered point.


Encounter Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity +2 vs. Reflex
Hit: 2[W] + Dexterity modifier damage.

Physical Renewal

Iron Master Utility 12

You use your ki to regain some of your lost vigor.


Daily Ki, Healing
Minor Action
Personal
Effect: You may spend a healing surge. You gain a +5
power bonus to saving throws against poison and a +5
power bonus to Endurance checks against disease until
the end of your next turn.

Iron Rock Slash

You are a ninja who seeks to better himself through the


pursuit of improved spiritualism. Where the iron and
psycho masters use ki to improve their skills, you seek only
to strengthen ki in its pure form. Because of that, your
attacks typically involve manifesting ki in a more visible
form, allowing you to engage in deadly attacks.

Ki Master Path Features


Ki Masters Action (11th Level): When you spend an
action to take an additional action, you gain a +2 bonus to
your Will defense until the end of your next turn.
Soul and Blade (11th Level): Once per day, you may
spend a minor action to add your Wisdom modifier to your
next attack roll.
Ki Masters Clarity (16th Level): Choose an encounter
power. That power now has the reliable keyword. You may
not apply this keyword to an encounter power that has an
effect on a miss. If you change powers, apply this feature to a
new power.

Iron Master Attack 20

You grind your ki to a razor point, allowing you to cut through


anything.
Daily Ki, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, crossbow, or
light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target
cannot apply resistance to your attacks (save ends).

Ki Master Techniques
Ki Burst

Ki Master Attack 11

You push out your spirit energy in a short, violent burst.


Encounter Ki, Weapon
Standard Action
Close burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in burst you can see
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you slide the
target 1 square.

Renewal of Spirit

Ki Master Utility 12

A moment of focus and clarity allows you to take back that which
you lost.
Daily Ki
Move Action
Personal
Effect: You recover one expended encounter power.

Ki Drain

Ki Master Attack 20

Thrusting your blade into your foe, you begin sucking away
your enemys spirit energy, using it to bolster your own.
Daily Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and you gain a
+2 power bonus to attack rolls against the target (save
ends).

Ki Master
Through the spirit, a ninja is able to truly tap into the latent
energies of ki. Those who master the spirit master the way of the
ninja.
Prerequisites: Ninja class

Miss: Half damage, and no attack bonus.

Psycho Master
Through the mind, a ninja gains a greater control of himself and
his enemy. Those who master the mind master the way of the
ninja.
Prerequisites: Ninja class

You are a ninja who focuses on the mind, striving to achieve


greater knowledge. In this respect, you are noted for having
mastery of the mind, so much so that even against strong
mental forces, you do not falter.

Psycho Master Path Features


Mental Edge (11th Level): You gain a +1 bonus to attack
rolls when using attack powers with the Illusion or Charm
keywords.
Psycho Masters Action (11th Level): When you spend an
action point to take an extra action, you gain a +2 bonus to
your Reflex defense until the end of your next turn.
Tactical Expertise (16th Level): You may use Total Defense
as a move action instead of as a standard action. If you use
Total Defense in this way, you gain only a +1 bonus to your
defenses.

Psycho Master Techniques


Brain Strike

Psycho Master Attack 11

You force ki into the enemys brain, causing delirium and


hallucinations.
Encounter Ki, Illusion, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage, and the target is
dazed until the end of your next turn.

Ki Whip

Psycho Master Utility 12

You focus your ki into a long, slender blade. When you lose that
focus, the blade disappears.
Daily Ki, Stance, Weapon
Move Action
Personal
Requirement: You must be wielding a light blade.
Effect: Your weapon gains reach 2. When you take
damage, the stance ends.

Brachial Plexus
Strike

Psycho Master Attack 20

Where you originally struck the armpit, you now drive massive
amounts of ki into the area, severely injuring your enemy,
perhaps even killing them.
Daily Ki, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier + Intelligence modifier
damage, and the target is stunned (save ends).
Miss: Half damage, and the target is slowed until the end
of your next turn.

Void Master
When a ninja strives for balance, he is able to attain
enlightenment and clarity. Those who seek to improve spirit, body,
and mind master the way of the ninja.
Prerequisites: Ninja class
You believe the true path to the perfection of ninjutsu
involves strengthening yourself in all areas of your being. To
you, pursuing only one part of yourself leaves you ignorant
of the benefits the other aspects of life can provide. Though
you do not have mastery of spirit, body, or mind to the
extent the other masters do, your drive for balance still has
its advantages.

Void Master Path Features


Void Masters Action (11th Level): When you spend an
action point to take an additional action, you gain a +2 bonus
to AC until the end of your next turn.
Void Masters Counterattack (11th Level): Any adjacent
enemy that makes a melee attack against you and misses
takes damage equal to your Wisdom modifier.
Step Towards Enlightenment (16th Level): Choose one:
- Gain a 16th Level path feature from the ninja class, or
- Gain a +1 bonus to your defenses when you are bloodied.

Void Master Techniques


Trident Strike

Void Master Attack 11

You have learned to strike the mind, body, or soul, seemingly


injuring either one at will.
Encounter Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, a crossbow, or
a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude, Reflex, or Will
Hit: 2[W] + Dexterity modifier damage.

Balance In All Things

Void Master Utility 12

Your pursuit of perfection gives you unnatural clarity, allowing


you to tip the scales in your favor.
Daily Ki
Minor Action
Personal
Effect: Until the end of the encounter, you gain a +2 power
bonus to attack rolls against enemies that are not
bloodied.

Menage a Trois

Void Master Attack 20

Sarcasm begets a threefold attack.


Daily Ki, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a bow, crossbow, or
light blade.
Target: One creature
Attack: Dexterity vs. Fortitude, Reflex, Will
Special: Make one attack roll. You hit if the roll meets or
exceeds any defense.
Hit: 3[W] + Dexterity modifier damage. Add an additional
1[W] damage if you two defenses. If you hit all three
defenses, the target is stunned (save ends).
Miss: 2[W] + Dexterity modifier damage.

Epic Destiny
Enlightened Master
You have achieved a clarity and understanding of the world about
you as only a grandmaster such as yourself could ever attain. You
have learned to become one with the earth and soar to the heavens
at the same time.
Prerequisites: 21st level, training in Insight or Perception
You are a master of yourself, obtaining true understanding
and knowledge of the universe. You are now at one with
spirit, body, and mind, aware of the full extent of power you
gain from each of these aspects of life.
You are viewed as a being with incredible wisdom and
vision. Some see you as a creature with the ability to see into
others. Others view you as a demon who tries to unlock the
darkness within a persons soul. Yet others revere as a god in
physical form. However, you are simply yourself, belonging
to no one and everyone at the same time. With your skill,
you can foresee an incoming doom for the world, and you
can fight it, train others to do so, or perhaps do nothing,
believing the future is an inevitable course of life and time.
The ninja are most commonly enlightened masters, but
clerics and paladins have shown an impressive capability for
become enlightened masters, despite their devotion to
patron gods.

Immortality, or awareness?
To you, becoming a legend or an immortal is not as
important as becoming greater than you are. While
immortality may have some to do with that, not all
enlightened master believe immortality leads to a
knowledge of all things.
The Knowledge of the Universe: When an enlightened
master completes his final task (a mission called a vision
quest by other enlightened masters), you finally attain a
complete understanding of the universe. You throw off the
limits placed on the mind, body, and soul to become
everything and nothing at the same time.
After you attain complete enlightenment, the possibilities

of what you can do are beyond the boundaries of thought


and even time. In an instant, you learn of incredible worlds,
streaming white shores, and endless infinity. One would call
this godhood. You would call it knowledge.

Enlightened Master Features


All Enlightened Masters have the following features:
Supernatural Focus (21st level): When you take an
extended rest, you do not lose unspent action points. You
also gain 1 action point when taking an extended rest.
Open Mind (24st level): Everything is clear to you. Three
times per day, as a minor action, you perceive invisible
creatures and objects as if they were visible until the end of
your next turn.
Perfect Clarity (30th level): For a moment, you senses
truly open up. Once per day, you may treat an attack roll as
a natural 20. This roll is treated as a critical hit as long as all
other prerequisites are met.

Visions of
Splendor

Enlightened Master Utility 26

You see a beautiful beach with streaming white waters, and you
know this is the bliss of enlightenment.
Daily
Standard Action
Personal
Effect: Until the end of the encounter, you become
insubstantial. You gain a +5 power bonus to all saving
throws and skill checks.

Feats
Heroic Tier Ninja Feats
Quick Blade
Prerequisites: Ninja class, Stealthy Strike class feature
Benefit: Increase the damage from your Stealthy Strike
from d6s to d8s.

Reverse Grip
Prerequisites: Ninja class, Dex 15, Int 13
Benefit: As long as you are wielding a melee light blade, as
a minor action, you gain a +1 bonus to attack rolls, but take a
-1 penalty to damage rolls. You may apply this benefit only
once.
You may end this feats effect as a minor action.

Paragon Tier Ninja Feats


Ninja Weapon Mastery
Prerequisites: Paragon tier, ninja, Ninja Weapon Talent
class feature
Benefit: The two weapons you chose for the Ninja Weapon
Talent class feature gain the high crit property.

Spring Blade
Prerequisites: Paragon tier, ninja class, Quick Blade feat,
Dex 19, Wis 15
Benefit: When you deal Stealthy Strike damage with a
melee attack, if you are wielding a light blade and have
combat advantage, you may roll d10's.

Multiclass Ninja Feats


Night Master
Prerequisites: Dex 13, Wis or Int 13
Benefits: You gain training in one skill from the ninja class
skill list.
You may use the ninja's Stealthy Strike class feature once
per encounter.

Made by Matt Sylvain. Do not copy, reproduce, redistribute


without consent or permission. All images are trademarks of
their respective creators and are not of authors creation.

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