Ninja
ignaling for her companions to wait, a halfling
S
creeps forward through the dungeon hall. She
presses an ear to the door, then pulls out a set
of tools and picks the lock in the blink of an
eye. Then she disappears into the shadows as
her fighter friend moves forward to kick the
door open.
A human lurks in the shadows of an alley while his
accomplice prepares for her part in the ambush. When
their target — a notorious slaver — passes the alleyway,
the accomplice cries out, the slaver comes to
investigate, and the assassin’s blade cuts his throat
before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers
and magically lifts the key ring from the guard’s belt. In
a moment, the keys are in her hand, the cell door is
open, and she and her companions are free to make
their escape.
Ninjas rely on skill, stealth, and their foes’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to just about
any problem, demonstrating a resourcefulness and
versatility that is the cornerstone of any successful
adventuring party.
Skill and Precision
Rogues devote as much effort to mastering the use of a
variety of skills as they do to perfecting their combat
abilities, giving them a broad expertise that few other
characters can match. Many rogues focus on stealth and
deception, while others refine the skills that help them
in a dungeon environment, such as climbing, finding
and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning
over brute strength. A rogue would rather make one
precise strike, placing it exactly where the attack will
hurt the target most, than wear an opponent down with
a barrage of attacks. Rogues have an almost
supernatural knack for avoiding danger, and a few learn
magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of
them live up to the worst stereotypes of the class,
making a living as burglars, assassins, cutpurses, and
con artists. Often, these scoundrels are organized into
thieves’ guilds or crime families. Plenty of rogues
operate independently, but even they sometimes recruit
apprentices to help them in their scams and heists. A
few rogues make an honest living as locksmiths,
investigators, or exterminators, which can be a
dangerous job in a world where dire rats—and wererats
—haunt the sewers.
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Creating a Rogue family or your mentor, and you had to find a new means
of support. Or maybe you made a new friend—another
As you create your rogue character, consider the member of your adventuring party—who showed you
character’s relationship to the law. Do you have a new possibilities for earning a living and employing your
criminal past—or present? Are you on the run from the particular talents.
law or from an angry thieves’ guild master? Or did you
leave your guild in search of bigger risks and bigger Quick Build
rewards? Is it greed that drives you in your adventures, You can make a rogue quickly by following these
or some other desire or ideal? suggestions. First, Dexterity should be your highest
What was the trigger that led you away from your ability score. Make Intelligence your next-highest if you
previous life? Did a great con or heist gone terribly want to excel at Investigation or plan to take up the
wrong cause you to reevaluate your career? Maybe you Arcane Trickster archetype. Choose Charisma instead if
were lucky and a successful robbery gave you the coin you plan to emphasize deception and social interaction.
you needed to escape the squalor of your life. Did Second, choose the charlatan background.
wanderlust finally call you away from your home?
Perhaps you suddenly found yourself cut off from your
The Rogue Table
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves’ Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Rogue Archetype - Ninja 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
Class Features Equipment
As an Ninja, you gain the following class features You start with the following equipment, in addition to
the equipment granted by your background:
Hit Points
: 1d8 per Ninja level
(a) a rapier or (b) a shortsword
Hit Dice
: 8 + your Constitution modifier
(a) a shortbow and quiver of 20 arrows or (b) a
Hit Points at 1st Level
: 1d8 (or 5) + your shortsword
Hit Points at Higher Levels
Constitution modifier per Ninja level after 1st
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c)
an explorer’s pack
Proficiencies Leather armor, two daggers, and thieves’ tools
Armor : Light Armor
Weapons : Simple Weapons, Hand Crossbows,
Longswords, Rapiers, Shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand,
Stealth
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Expertise Each mudra carries meaning. The Ten mudras draws
power from the heavens, while the Chi mudra draws
At 1st level, choose two of your skill proficiencies, or power from the earth. Jin completes the triangle,
one of your skill proficiencies and your proficiency with drawing power from the hearts of man. Together, these
thieves’ tools. Your proficiency bonus is doubled for any mudras allow the ninja to draw power from the world
ability check you make that uses either of the chosen they live in.
proficiencies.
At 6th level, you can choose two more of your Ability Score Improvement
proficiencies (in skills or with thieves’ tools) to gain this When you reach 4th level, and again at 8th, 10th, 12th,
benefit. 16th, and 19th level, you can increase one ability score
Sneak Attack of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t
Beginning at 1st level, you know how to strike subtly increase an ability score above 20 using this feature.
and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with Uncanny Dodge
an attack if you have advantage on the attack roll. The Starting at 5th level, when an attacker that you can see
attack must use a finesse or a ranged weapon. hits you with an attack, you can use your reaction to
You don’t need advantage on the attack roll if another halve the attack’s damage against you.
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the Expertise
attack roll. At 6th level, choose two more of your skill proficiencies,
The amount of the extra damage increases as you or one more of your skill proficiencies and your
gain levels in this class, as shown in the Sneak Attack proficiency with thieves’ tools. Your proficiency bonus is
column of the Rogue table. doubled for any ability check you make that uses either
Thieves’ Cant of the chosen proficiencies.
During your rogue training you learned thieves’ cant, a Ninjutsu
secret mix of dialect, jargon, and code that allows you to Beginning at the 3rd level, as an action, you may cast
hide messages in seemingly normal conversation. Only ninjutsu by combining mudra together. Beginning at 3rd
another creature that knows thieves’ cant understands level you gain access to the mudra ‘Ten’. At 9th level
such messages. It takes four times longer to convey you gain access to the mudra ‘Chi’, and at 13th level you
such a message than it does to speak the same idea gain access to the mudra ‘Jin’. You may use each mudra
plainly. a number of times equal to half your rogue level
In addition, you understand a set of secret signs and rounded down. You may not use two of the same mudra
symbols used to convey short, simple messages, such as to cast ninjutsu which require a specific mudra. you
whether an area is dangerous or the territory of a regain all of your expended mudra when you finish a
thieves’ guild, whether loot is nearby, or whether the long rest.
people in an area are easy marks or will provide a safe
house for thieves on the run. Ninjutsu
Cunning Action Ninjutsu Combination
Starting at 2nd level, your quick thinking and agility Fuma Any single mudra
allow you to move and act quickly. You can take a bonus Meiton Any single mudra
action on each of your turns in combat. This action can Katon Any mudra and Ten
be used only to take the Dash, Disengage, or Hide Raiton Any mudra and Chi
action. Hyoton
Huton
Any mudra and Jin
One of each of the mudras
Roguish Archetype - Ninja Doton One of each of the mudras
Suiton One of each of the mudras
You have chosen to study the art of the ninjas of Doma.
These talented fighters have learned to channel the
power from the world around them, the heavens, the
earth and the hearts of man through the use of mudras
or hand gestures. These traditional arts are passed
down from master to student, father to son and mother
to daughter. Their secrets are closely guarded by the
practitioners.
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Shukuchi Hyoton
Also beginning at the 3rd level, when you use the hide Performing the Hyoton ninjutsu allows you to cast the
Ice Storm spell at half the maximum range.
action, you may spend one use of your Ten mudra to
transform it into Shukuchi. You instantaneously travel a Huton
maximum distance of 5ft. per rogue level. You may Performing the Huton ninjutsu allows you to cast the
travel over gaps in the ground, but cannot scale walls or Haste spell on yourself.
travel through creatures or objects using shukuchi. At
the 13th level you leave behind an optional 15ft. cube of Doton
smoke which persists for a number of rounds equal to Performing the Doton ninjutsu allows you to cast the
your Intelligence modifier. Doton spell.
Trick Attack Suiton
Beginning at the 13th level you are able to perform a Performing the Suiton ninjutsu allows you to cast the
trick attack. When you attack an enemy with a sneak Suiton spell.
attack, you may expend one use of each mudra to
perform a trick attack. On a successful attack roll, the
target becomes vulnerable causing all attack rolls to
have advantage against that creature for one round,
beginning after your action.
Kassatsu
Beginning at the 17th level, as a bonus action, after
using a ninjutsu you may use a second ninjutsu which
requires one fewer mudra. You may use Kassatsu once.
You must then finish a long rest to use Kassatsu again.
Ninjutsu Spell List
Intelligence is the spell modifier for the following
abilities. The spell casting focus for these spells is the
caster’s hands forming the required mudras. Spells cast
through ninjutsu are cast at their base level. To cast
ninjutsu at a higher spell level, you may spend the
required mudra for the ninjutsu again to increase the
spell level by one. You may spend mudra to increase the
casting level to a maximum of the 9th level.
Fuma
Performing the Fuma ninjutsu allows you to cast the Ice
Knife spell.
Meiton
Performing the Meiton ninjutsu allows you to cast the
Darkness spell.
Katon
Performing the Katon ninjutsu allows you to cast the
Fireball spell at half the maximum range.
Raiton
Performing the Raiton ninjutsu allows you to cast the
Lightning Bolt spell at half the maximum range.
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under the Fan Content Policy. Not
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4 of the Coast. ©Wizards of the Coast LLC.