Oriental Adventures – Ninja

Since I first put together a Ninja build last year, I’ve done some formatting changes with how I present characters on Tribality. So going back I wanted to reformat the Ninja and with this layout, the Ninja can be used to play at the table listing all of the actions that can be made during combat. I didn’t want to make a complete rehash, so I went ahead and leveled up the Rogue to 5th level. I also found some things I wanted to change and add details on dealing with things like poisons. Then I added an Uncommon magic item with Mochizuki being level 5.

This is Mochizuki Ishikawa, Ninja from the Iga Clan – The Shadow Assassins. A 5th Level Rogue-Assassin:


5th-level Rogue “Ninja Build”

Medium Female Human
Armor Class
16 (studded leather armor)

Hit Points 9 + 6 + 6 + 6 + 6 = 33
Hit Dice

Speed 30 ft.
Sense Normal, Passive Perception 14, [Darkvision 60 ft when wearing Goggles]

Str 8 (-1)  Dex 18 (+4)  Con 12 (+1)
Int 10 (0)  Wis 12 (+1)  Cha 14 (+2)

Alignment Lawful Neutral
Languages Common, Elvish

Experience Points 6,500 XP


Human. Additional Language.
Human Variant.
Extra Feat, Extra Skill, +1 in two ability scores.
Extra Feat: Skulker, Extra Skill Performance, Ability Score Increase in Dexterity & Wisdom.

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom(Perception) checks relying on sight.



1st Level – Rogue 1

Rogue Sneak Attack.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have  advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Choose two skills or one skill and thieves’ tools. Your proficiency bonus is doubled. Stealth & Deception

Thieves’ Cant.
You learned thieves’ cant and takes 4 times longer to convey a message than to speak plainly.

2nd Level – Rogue 2

Cunning Action.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

3rd Level – Rogue 3

Sneak Attack.
Increase Sneak Attack damage to 2d6

Roguish Archetype – Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiency.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

4th Level – Rogue 4

Ability Score Improvement.
Increase Dexterity +2

5th Level – Rogue 5

Uncanny Dodge.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Proficiency Bonus.
Increase Proficiency Bonus to +3

Sneak Attack.
Increase Sneak Attack damage to 3d6


Iga Clan – The Shadow Assassins

Feature Ninja Clan: Having been brought up in your ninja clan, you gain certain unique benefits that only the loyalty of family can provide. Your clan will hide you and your companions, and provide you with food and basic lodging, and can provide healing services.I was searching for spiritual enlightenment.


Traits:  “I grew up in a remote, rural location, and place little value on wealth or nobility.”
“Deception is part of life. Believe nothing I say.”

Ideal: Aspiration. I hope one day to perform a great deed and return to my clan a hero.

Bond: “My teacher was a wise old ninja master, and I owe him everything.”

Flaw: “Fighting fair is for fools. If I can poison an enemy or slit their throat as they sleep, I will do so.”



Proficiency Bonus. +3

Proficient Skills
Rogue: Wisdom(Perception) +4, Dexterity(Stealth) +10 (E), Dexterity(Acrobatics) +7, Charisma(Deception) +8 (E)
Human: Charisma(Performance) +5
Background: Wisdom(Survival) +4, Dexterity(Slight of Hand) +7

Light armor, Simple weapons, Hand crossbows, Long swords, Rapiers, Shorts words

Light Armor

Class: Thieves Tools, Disguise Kit and the Poisoner’s Kit.
Background: Forgery kit, and Herbalism kit

Saving Throws
Dexterity +7, Intelligence +3



Shortsword: +7 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 4 slashing damage.

Dagger: +7 to hit (finesse, light, thrown, reach 5 ft.; one creature).
Hit: 1d4 + 4 slashing damage.

Sickle: +2 to hit (light, thrown, reach 5 ft.; one creature).
Hit: 1d4 -1 slashing damage.

Shortbow +7 to hit (Ammunition range 20/60 ft, two-handed.; one creature).
Hit: 1d6 + 4 piercing damage.

Darts (10). +7 to hit (finesse, thrown, range 20/60 ft.; one creature).
Hit:  1d4 + 4 piercing damage

Sneak Attack. Add possible sneak attack damage 3d6 (advantage on attack, or nearby ally)

Poison, basic. Takes 1 action to poison 1 piercing/slashing weapon, or 3 pieces of ammunition.
On a hit, then DC 10 Constitution save. Failed Save, Add 1d4 poison damage.
Poisoned weapons remain poisoned for 1 minute.

Poison, drow. Takes 1 action to poison 1 piercing/slashing weapon, or 3 pieces of ammunition.
On a hit, then DC 13 Constitution save. Failed Save, Poisoned for 1 hour. Failed by 5 or more, then creature is also unconscious.
Poisoned weapons remain poisoned for 1 minute.


Gain extra movement (Can use as Bonus Action with Cunning Action.)


Movement doesn’t provoke opportunity attacks (Can use as Bonus Action with Cunning Action.)


All attacks against you are at disadvantage


Another creature gets advantage on skill checks, or first attack by friendly creature against another


Make a Dexterity(Stealth) check to attempt to hide (Can use as Bonus Action with Cunning Action.)


Take one of these actions and make it a reaction with a logical trigger. Turn order is not changed! Remember that you can only take 1 reaction per turn.


Try finding something, DM decides Wisdom(Perception) or Intelligence(Investigation) check.


Allows you to interact with an object. Normally other actions do this, but this allows you to interact with more than one object per turn.


Two-Weapon Fighting. Attack with offhand melee weapon

  1. Shortsword:  +7 to hit (reach 5 ft.; one creature).
    Hit: 1d6  slashing damage.
  2. Dagger:  +7 to hit (reach 5 ft.; one creature). or Thrown (range 20/60)
    Hit: 1d4 piercing damage.

Cunning Action. Choose one of these Actions as a bonus action.

  1. Disengage.
  2. Dash.
  3. Hide.


Attack of Opportunity
One Melee attack with weapon in hand

Uncanny Dodge.
Reaction to halve damage from attacker you can see


2 Short swords (Ninjatō), 1 Dagger (Tanto), Shortbow, Arrows (#30) w/ quiver, 10 darts (Bo-Shuriken), Sickle (Kama), Studded leather armor  (Kusari Katabria), Clothes dark common w/ hood, Burglar’s pack (Ashiko), Thieves tools, Caltrops bag of 20 (Tetsu-Bishi), Grappling hook (Kaginawa), 10 feet of chain, coin purse, #57 An indecipherable treasure map (trinket), Disguise Kit, Herbalism Kit, Poisoner’s Kit, Forgery kit, Basic Poison 5 vials, Drow Poison 1 vial, Truth Serum 2 vials.

Money: 158 gp

Magic Item: Goggles of Night Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

  • Crafting: Takes 5 days to make 1 Potion of Healing or Antitoxin(vial), 25 GP in material, plus cost of living. [PHB 150 & 187]

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation o f poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

  • Crafting: Takes 10 days to craft 1 Basic Poison (vial), 50 gp in material, plus cost of living.
    [PHB 150 & 187]
    For stronger poisons, they take much longer & up to discretion of DM [Page 257/258 DMG]
  • Harvest: There is also an option to harvest poisons from poisonous/venomous creatures. 1d6 Minutes followed by a d20 Intelligence(Nature) Check or Intelligence(Poisoner’s Kit). On a success, get 1 dose of poison. Fail, can not get any poison. Fail the check by 5 or more, then be subjected to the poison.

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks

See any errors? Or as I like to call them, Misprints. Let me know

Later Skaterz!


Like the Featured image with the 4 ninjas? Want to become a Ninja expert in real life? Check out this link: Become a Ninjutsu expert at the Ninja’s hometown – Koka Ninja Village

Koka was known to be the famous hometown of ninjas. That’s why we went to Koka’s Ninjutsu (ninja techniques) training camp. Away from the everyday life, we become for a short time real ninjas.

For details on the Ninja clan background, go to [http://tribality.com/2014/12/01/oriental-adventures/]

Online dice roller that I used to roll d100 quickly to determine the trinket from the PHB [https://www.wizards.com/dnd/dice/dice.htm]

I looked up Uncommon Magic items with the pdf “Magic Items by Rarity” [http://tribality.com/2014/12/02/magic-items-by-rarity-dd-5th-edition-dmg/]

Here are the current links to the Wuxia / Oriental Adventure Campaign World I am building:
part 1. Samurai Build, Ninja Build & Ninja Clan Background
part 2. Food in Wuxia
part 3. Yakuza Chracter Class
part 4. Exotic Weapons
part 5. Wu Jen Character Class
part 6. Vanara Character Class
part 7. Deities & Demigods – Hachiman
part 8. Deities & Demigods – Amaterasu-ōmikami
part 9. Ninja Character Build – Level 5


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