AC 14 (padded cloth)
HP 52 (8d8 + 16; bloodied 26)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Dex +5; Int +4
Skills Acrobatics +5, Athletics +2, Deception +4, Perception +3, Sleight of Hand +5, Stealth +5, thieves' tools +5
Senses passive Perception 13
Languages Arabic, Thieves' Cant
Evasion. When Aladdin is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Second-Story Work. Climbing does not cost Aladdin extra movement. When he makes a running jump, the distance he covers increases by 3 feet.
Sneak Attack (1/turn). Aladdin deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Aladdin that isn't incapacitated and Aladdin doesn't have disadvantage on the attack roll.
SPECIAL TRAITS
Fortune Points (3/long rest). Aladdin can spend one fortune point to reroll an attack roll , ability check , or saving throw , or to force an attacker to reroll an attack made against him.
Stealther. Aladdin can attempt to hide even when he is only lightly obscured from a creature he's trying to hide from. In addition, Aladdin's position isn't revealed when he misses with a ranged weapon attack against a creature he's hidden from, and he does not have disadvantage on Wisdom (Perception) checks in dim light .
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +52 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Stone. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 4 (1+3) bludgeoning damage.
BONUS ACTIONS
Cunning Action (1/turn). Aladdin can take a bonus action to take the Dash, Disengage, Hide or Use Object action, Dexterity (Sleight of Hand) check, or to use thieves' tools to disarm a trap or open a lock.
REACTION
Uncanny Dodge. When an attack Aladdin can see hits him with an attack, Aladdin can use his reaction to halve the attack's damage against him.
Aladdin is our first entry from the Middle East and an interesting example of what makes a myth just that—for starters, despite being the most popular character from 1,001 Arabian Nights, he’s a late addition to the book by a Frenchman translator (who heard it from a Syrian storyteller). Additionally, the character was originally Chinese. This amalgamation of misconceptions and changes (the much-changed narrative seen in modern renditions of the tale) is one of the defining traits of a myth and what makes it a wonderful cultural artifact.
Aladdin was an urchin who falls in love with a princess, something which resulted in his arrest. In prison, the Grand Vizier, disguised as an old man, recruited Aladdin to sneak into a cave and recover a magic lamp—a lamp which the young thief soon discovered contains a genie! With the help of the genie, Aladdin escaped the cave, becomes a prince, and won Princess Jasmine’s heart. That’s just the cartoon version, of course; older versions of the story portray some of the details differently, but the core is consistent.
That said you can use the standard
spy
NPC for a more ‘authentic’ version of the original character, upping his Intelligence to a 15. Those who are keen for something a little more exciting (and durable) should use the House-of-Maus version of Aladdin—complete with a feat for the gimmicky and sneaky throwing of things and skill bonuses to support plenty of fun
rogue
action. Regardless of which version of the character you use, be very wary of giving him a proper magic lamp (ie a
Freelinking: Node title ring of wishes does not exist
) because nothing gets adventurers to instantly lose their valor like the prospect of wishes only one quick thief’s death away.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.