Professional Documents
Culture Documents
Class Features
Quick Build As a Ninja, you have the following class features.
You can make a ninja quickly by following these suggestions.
First, make Dexterity your highest ability score. Make Intelligence Hit Points
your next highest skill if you want to add potency to your poisons. Hit Dice: 1D8 per Ninja Level
Charisma is a good choice if you plan on using disguises. Second, Hit Points at 1st level: 8 + your Constitution modifier
choose the criminal background. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per ninja level after 1st.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s tools, disguise kit
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a katana or (b) kusarigama
(a) a longbow and quiver of 20 arrows or (b) 6 throwing stars
(a) a burglar’s pack or (b) a dungeoneer’s pack
(a) chain shirt or (b) leather armor
Jutsu Training Pain of the Scorpion
Only the oldest ninja training methods unlock the art known By 9th level you have seen first hand what kind of vicious effects
as jutsu. On a long rest you can mix chemicals with the chikara the right poisons can have and know just which ones to use.
that flows through your body. These prepared packages can be When a target fails a saving throw versus one of your poisons it
used to produce mysterious effects that keep the enemy of a ninja becomes Poisoned until the end of its next turn.
guessing.
On a long rest you can spend jutsu slots to prepare these jutsu. Leaf on the Wind
The jutsu lose their potency after one day, and have no use when Starting at 10th level, your footsteps are silent, and you can run
anyone other than you attempts to use them. You learn more jutsu along vertical surfaces up to your movement speed and even
and the ability to prepare more at a time as you gain levels in the attack from them. If you end your movement on a vertical surface
class, as shown on the class table. Some jutsu may require your you fall at the end of your turn, and must make a Dexterity
target to make a saving throw. The saving throw DC is calculated (Acrobatics) save to land on your feet.
as follows:
Ninja Dojo
At 3rd level, you choose a set of techniques that guide how you
tackle challenges: Assault or Infiltration Dojo, detailed at the end
of the class description. Your Dojo choice grants you features at
3rd level and then again at 7th, 13th, and 17th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Blinding Strike
Beginning at 6th level, you have learned that fighting fair is the
swiftest path to defeat. On your first melee attack in combat your
weapon showers the enemy with blinding powder. The target is
blinded for 1 turn. You must finish a short or long rest before you
can use this feature again.
Ninja Dojo Kiss of the Viper
The many different dojo across the land each have their own Starting at level 3, when you strike a creature with a weapon
style that they teach ninja who study with them. While certain coated in poison, that creature takes an extra 1d6 poison damage
techniques are simply common practice, other methods are if it is already under the effect of any of your poisons.
treasured secrets.
Child of Darkness
Starting at level 7, you have advantage on Dexterity (Stealth)
Assault Dojo checks made while you are in dim or darker light.
The various schools who study at an assault dojo realize that at
some point success of the mission lies in the speed of a blade and
strength of an arm. They practice techniques to catch opponents Shadow Strike
flat-footed, push them back, and break through enemy lines. Beginning at level 7, when hiding you can spend an action to
reload your blinding strike, allowing it to be used on your next
melee attack even without resting.
First to the Fray
Beginning at level 3, when you commit yoursel Beginning at level
3, when you commit yourself to Assault Techniques, your move-
Hidden Blows
Starting at level 13 your unseen strikes bring destruction. When
ment speed increases by 10 feet, and you can take the Dash action
attacking a creature who cannot see or sense you, your weapon
as a bonus action.
attacks score a critical hit on a roll of 18, 19, or 20.
Grenadier
At level 3, your lessons from the assault dojo has taught you that Meld With Shadows
overwhelming force can demoralize your opponents before a When you reach 17th level you are a master of blending in. If you
blade is even drawn. You can throw 1 Jutsu with the Grenade key- are in dim or darker light you can turn Invisible, and enemies
word as a bonus action. If you do this you cannot use your action have disadvantage on all Wisdom (Perception) checks to detect
to throw another grenade. you. You can even hide in plain sight, and can appear as an object
that blends in, even in bright light.
Strength of Body
Beginning at 7th level, your body has been trained to resist brutal
abuse and deadly toxins. You have advantage on Constitution
saving throws, and resist poison damage.
Heavy Blows
When you reach level 13, you are fully committed to the ideals
of assault combat. Before making an attack with which you are
proficient, you can choose to take a -3 penalty to the attack roll. If
the attack hits you add +5 to the attack’s damage.
Judo Throw
Starting at level 17 when you successfully sweep the leg of
a creature you can move into its space and move it to any
unoccupied space within 5 feet of your new position. This
movement does not provoke opportunity attacks.
Infiltration Dojo
Schools of infiltration are secretive places that strive for perfection
in the art of hiding. Their students can slip in and out of shadow,
find an opponent’s’ weakness and kill at the perfect moment.
Trained Infiltrator
You have experience breaking into many castle keeps and guarded
buildings. Starting at level 3 when you dedicate yourself to
infiltration, you have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks when prying for weak points in
a building’s security, alarms, and traps.
Jutsu Descriptions At the end of each of its turns, an affected target can make a
Wisdom saving throw. If it succeeds, or after one minute this
The jutsu are presented in alphabetical order.
effect ends for that target.
Poison of Misfortune
2nd-level poison
Creature’s struck with a weapon coated in this poison must make
a constitution saving throw. Whenever a creature that fails this
saving throw makes an attack or saving throw the target must roll
a d4 and subtract the number rolled from the attack roll or saving
throw. This effect ends after one minute or on a successful saving
throw.
Recovery Salts
2nd-level stimulant
When a ninja spends a bonus action to inhale these salts they can
immediately spend 1 hit die. Additionally, you can treat any 1
rolled on the hit die as a 2.
Smoke Bomb
1st-level grenade
This bomb explodes on impact in a cloud of dark smoke. A 15’
cube centered on the point where the grenade exploded is heavily
obscured. Creatures inside of the smoke are considered to be in
dim light.
Vanishing Smoke
3rd-level grenade
When thrown at your feet you instantly disappear in a cloud
of smoke. You are invisible and can move through the spaces
of any creatures as if they were difficult terrain and provoke no
opportunity attacks for the duration of the effect. On the turn that
you use vanishing smoke you can hide as a bonus action. This
effect lasts 30 seconds. The effect ends immediately if you attack.
Winter’s Touch
2nd-level flask
A weapon coated in this weapon turns ice cold. Attacks made
with the weapon deal an extra 1d4 cold damage and reduce the
targets movement speed by half on their next turn.
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Tekagi Shuko 1 gp 1d4 piercing 1/2 lb. Finesse, light, special
Simple Ranged Weapons
Shuriken 5 sp 1 piercing 1/4 lb. Finesse, light, special, thrown (range 15/30)
Martial Melee Weapons
Katana 5 gp 1d8 slashing 4 lb. Finesse, versatile (1d10)
Kusarigama 3 gp 1d6 piercing 4 lb. Finesse, special, two handed
Special Weapons
Kusarigama. You can use a bonus action to attack a creature
within 10’ of you with the chain side of this weapon, held in the
off hand. On a hit the creature takes 1d4 slashing damage and
must make a dexterity saving throw, on a failure it is restrained.
Tekagi Shuko. These claw-like weapons can be used as pitons
for the purpose of climbing. Additionally you can hold one
item with the light property in your hand while you have these
equipped.
Shuriken. You can throw up to three shuriken from a hand
with one attack, however you must roll an attack for each one
separately. When targeting multiple creatures with one attack
roll the attack for each one with disadvantage. When drawing,
stowing, or poisoning shuriken you can treat up to three of them
as one object.