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Ninja

Swinging gently from the rope, a human studies the guards


walking in the courtyard below. At just the right moment a piece
of metal flies silently to fell one. As the others come rushing to
check on the commotion, he slips unnoticed further into the
keep.
A half elf boldly walks through an enemy encampment,
his disguise perfectly protects him. He finds his way to the
commander’s tent and slips a few drops of poison into the lord’s
wine. The deed done, he slips unseen into the night.
A troll bellows out a roar and raises his club to smash the
unconscious warlock laying at his feet. Before he can land the
final blow a great explosion sends him reeling. The smoke burns
his eyes, and the elf who threw it drives him back with a dance
of blows.
It does not matter how it gets done to a ninja, only that the
task is accomplished. The methods that a ninja uses to attack
a problem are unique to the school and discipline they were
taught, and the creativity of the individual. Unlike the rigid
forms of a fighter, the schools of a ninja only seek to give them
tools so that they can make their own style. The only universal
rule of ninja is fighting to win, not fighting fair
The Might of Chikara
Chikara is the hidden power and secret weapon of the ninja. A
monk’s search for enlightenment calls for purity of body and
grants him control of ki as it flows around him. Ninja, on the
other hand, have no such lofty ideals. Through brutal physical
abuse, and the right mix of herbs, they can tap into the chikara
that flows inside of themselves.
They discovered that this energy produces wonderful and
volatile reactions when mixed with the right chemicals. With
experience a ninja can pour more of their chikara into these
concoctions, as well as discovering new and exciting uses for
them. They depend on these concoctions to gain the upper-hand
in battle.
Ninja will go adventuring for any number of reasons. They
may need to raise money to help rebuild the glory of their dojo.
Professional Problem Solver They may need to gain the trust of an adventuring hero, to stop
Ninja are who you turn to when you need a job taken care of, no him from interfering with some greater scheme. If they are
matter the cost. Whether it is brokering false peace to lure and trying to build their own school, they need money and prestige,
assassinate a reclusive nobleman or launching a full scale assault both of which can be found while adventuring.
on a castle, they will stop at nothing to accomplish their jobs.
It is rare to find a ninja who does not associate with a specific
dojo. In the rare case you actually get to speak to a ninja they Creating a Ninja
will often speak with great reverence and pride in their style, When you make a ninja, the first questions that you need to ask
master and school. It is to these that ninja owe their allegiance. are what sort of school were you trained in and why did you
A wealthy nobleman might hire a few ninja or an entire group leave? Does your order have great plans in motion? Maybe you
who will fight for him to the death, but he will never buy their are hunted by a leader in your old school, whom you dishonored
allegiance. in some way. What do you seek on your adventures?
Ninja will leave their dojo and strike out on their own or an Your school would have shaped you from a young age, and
adventuring group. This might be because their old school was made you the person you are now. While rogues tend to favor
destroyed, or because they want to found their own school. chaos, ninja follow the code and law of their school. This might
Ninja can be found employed as almost anything from hired be as simple as “anything for money” or “the dark blade builds a
muscle, assassins and thieves, to guards, couriers and spies. better future,” or longer and more codified. If you left your order,
maybe you are rebelling against the code of your former dojo, or
it may be that you finally decided to live your life for yourself.
The Ninja -Jutsu Slots per Ninja Level-
Proficiency
Level Bonus Features 1st 2nd 3rd 4th
1st +2 Experienced Poisoner, Jutsu Training 6
2nd +2 Sweep the Leg 7
3rd +2 Dojo Skill 8
4th +2 Ability Score Improvement 9
5th +3 Extra Attack 10
6th +3 Blinding Strike 10 1
7th +3 Dojo Skill 10 2
8th +3 Ability Score Improvement 10 3
9th +4 Pain of the Scorpion 10 4
10th +4 Leaf on the Wind 10 5
11th +4 Uncanny Dodge 10 5 1
12th +4 Ability Score Improvement 10 5 2
13th +5 Dojo Skill 10 5 3
14th +5 10 5 4 1
15th +5 Peerless Poisoner 10 5 4 1
16th +5 Ability Score Improvement 10 5 4 1
17th +6 Dojo Skill 10 5 4 2
18th +6 10 5 4 2
19th +6 Ability Score Improvement 10 5 4 3
20th +6 Substitute 10 5 4 3

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:

Jutsu save DC = 8 +your proficiency bonus + your Uncanny Dodge


Intelligence modifier Starting at level 11, when an attacker that you can see hits you
with an attack, you can use your reaction to halve the attacks
damage against you.
Cobra’s Lightning
Poison, acid and other deadly concoctions are an ubiquitous part
of ninja warfare. When the situation calls for it, you are always Peerless Poison
read to envenom your blade. You don’t have to spend an action Beginning at 15th level your poison brings death to any who
to apply jutsu with the Poison or Flask keyword to your weapons. stand in your way. Enemies now make saving throws against your
However, you may only have 1 weapon coating applied to a poisons with disadvantage.
weapon at a time and these jutsu dry and lose effect 30 seconds
after application. Creatures may be under the effect of multiple Substitute
kinds of poison at the same time, but suffer no additional effects By Level 20 you can predict the actions of your opponent, when
for being attacked with a poison whose effect they are already they go to strike you they find you are already gone, and there
under. is nothing but a hollow log in your place. When an enemy hits
you, you can use your reaction to take no damage and instantly
Sweep the Leg teleport to a place that you can see within 20 feet of your location.
Starting at 2nd level, when you attack with a weapon that does You must finish a long rest before you use this feature again.
not have the Heavy or Reach trait you can take a bonus action
to attempt to knock the target prone. The target must make a
Dexterity saving throw against your attack roll.

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.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 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.

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.

Adept’s Poison Fire Bomb


2nd-level poison
1st-level grenade
Creature’s struck with a weapon coated in this poison must make
This bomb creates a fiery explosion on impact. The fire extends in
a constitution saving throw. On a failed save the target takes 2d6
a 15’ cone originating from the point where the grenade exploded
poison damage and takes this damage again at the beginning
and moving away from the place where the grenade was thrown.
of each of its turns. This effect ends after one minute or on a
Creatures who are caught in the explosion must make a Dexterity
successful saving throw.
saving throw. On a failed save they take 2d4 fire damage or half
that on a successful one.
Basic Acid
1st-level flask
Hemophilic Poison
This acid deals an extra 1d4 Acid damage when a weapon coated
3rd-level poison
in it strikes a creature.
This deadly toxin keeps the blood of a victim from clotting. Any
creature struck with a weapon coated in this poison must make a
Dark Twin constitution saving throw. Upon failing to make the save, and at
4th-level grenade the start of each of their turns, the creature takes poison damage
When thrown at your feet you are briefly concealed in a cloud equal to the weapon damage. This effect ends after one minute or
of smoke. When it clears it appears that there are two of you on a successful saving throw.
standing side by side. This illusion confuses attackers and opens
up opportunities for you. The illusory clone lasts for 30 seconds,
Improved Fire Bomb
forces other creatures to make all attacks against you with
3rd-level grenade
disadvantage, and grants you one additional attack if you take the
This bomb creates a fiery explosion on impact. The fire extends in
attack action.
a 20’ cone originating from the point where the grenade exploded
and moving away from the place where the grenade was thrown.
Dragon’s Breath Creatures who are caught in the explosion must make a Dexterity
2nd-level flask saving throw. On a failed save they take 6d4 fire damage or half
A weapon coated in this concoction becomes wreathed in flame. that on a successful one.
Attacks made with the weapon deal an extra 3d4 fire damage.
Incense of Battle
Dust of Confusion 3rd-level stimulant
4th-level grenade When a ninja spends a bonus action to breathe in this incense
This dust includes a mixture of psychadelic herbs and unnatural they enter a battle trance. For one minute they have disadvantage
poisons, which when combined with an experienced ninja’s on any Wisdom and Intelligence checks, but double their Strength
chikara assaults and twists creatures’ minds, spawning delusions and Dexterity modifiers for purposes of calculating damage.
and provoking uncontrolled action. When you throw the bag
which contains the dust, each creature in a 10-foot-radius sphere
Initiates Poison
centered on the bag must succeed on a Wisdom saving throw or
1st-level poison
be affected by it.
Creature’s struck with a weapon coated in this poison must make
An affected target can’t take reactions and must roll a d10 at the
a constitution saving throw. On a failed save the target takes 1d4
start of each of its turns to determine its behavior for that turn.
poison damage and takes this damage again at the beginning
d10 Behavior of each of its turns. This effect ends after one minute or on a
successful saving throw.
1 The creature uses all its movement to move in a
random direction. To determine the direction,
roll a d8 and assign a direction to each die face. Master’s Poison
The creature doesn’t take an action this turn. 3rd-level poison
Creature’s struck with a weapon coated in this poison must make
2-6 The creature doesn’t move or take actions this turn. a constitution saving throw. On a failed save the target takes 6d4
7-8 The creature uses its action to make a melee poison damage or half as much on a successful one.
attack against a randomly determined creature
within its reach. If there is no creature within its Paralyzing Posion
reach, the creature does nothing this turn. 4th-level poison
9-10 The creature can act and move normally. Any creature struck with a weapon coated in this toxin must make
a constitution saving throw. On a failed save they are paralyzed.
The creature can make a saving throw at the end of their turn to
end the condition.
Potion of Fortune
2nd-level stimulant
When a ninja spends an action to drink this potion he can give
himself advantage on one attack roll, saving throw, or skill check
per turn for the next 30 seconds.

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.

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