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Class - Shadow Assassin

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Level Proficiency Features Sneak Spell Slots per Spell Level

Bonus Attack 1St 2nd 3rd 4th 5th


1 +2 Assassinate, Sneak Attack, Cunning Action 1d6 - - - - -
2 +2 Shadow Step, Spellcasting 1d6 2 - - - -
3 +2 Shadow Blade, Fighting Style 2d6 3 - - - -
4 +2 Ability Score Improvement, Imperial Vision 2d6 3 - - - -
5 +3 Extra Attack, Second Wind 3d6 4 2 - - -
6 +3 Action Surge 3d6 4 2 - - -
7 +3 Uncanny Dodge 4d6 4 3 - - -
8 +3 Ability Score Improvement 4d6 4 3 - - -
9 +4 Evasion 5d6 4 3 2 - -
10 +4 Shadow Strike 5d6 4 3 2 - -
11 +4 Darkness Dominating 6d6 4 3 3 - -
12 +4 Ability Score Improvement 6d6 4 3 3 - -
13 +5 Shadow Leap 7d6 4 3 3 1 -
14 +5 Lingering Shadows 7d6 4 3 3 1 -
15 +5 Destructive Aura 8d6 4 3 3 2 -
16 +5 Ability Score Improvement 8d6 4 3 3 3 -
17 +6 Vision 9d6 4 3 3 3 1
18 +6 Shadow Shift 9d6 4 3 3 3 1
19 +6 Ability Score Improvement 10d6 4 3 3 3 2
20 +6 Slayer 10d6 4 3 3 3 2

SHADOW ASSASSIN PROFICIENCIES


Armor: Light armor, shields
Those who specialize in the grim art of death are called shadow Weapons: Martial weapons, simple weapons, hand crossbows,
assassins. They tend to strike their foes from the shadows, and longswords, rapiers, shortswords
are known to be able to bend the power of the Shadowfell to Tools: Thieves' tools
their whim. They use these powers to inflict wounds on others, Saving Throws: Dexterity, Charisma
control shadows, and protect themselves. They can be greedy, Skills: Choose 3
cold-hearted, secretive, or practical, but regardless of how a from Acrobatics, Deception, Intimidation, Investigation, Percept
shadow assassin acts, they all embrace darkness and misfortune ion, Persuasion, Sleight of Hand, and Stealth
as natural things in people's lives
EQUIPMENT
CREATING A SHADOW ASSASSIN You start with the following equipment, in addition to the
equipment granted by your background:
How did you obtain you shadow powers and learn how to fight? (a) a rapier or (b) a shortsword;
Were you taught by a master of shadows or did you grow up (a) a shortbow and quiver of 20 arrows or (b) a shortsword;
embracing the shadows and training yourself? Why do you (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's
become a shadow assassin? Was it for power, revenge, a goal, or pack;
something else? Also think about how open about your powers Leather armor, two daggers, and thieves' tools an arcane focus;
and abilities you wish to be.
ASSASSINATE
QUICK BUILD
You can make a shadow assassin quickly by following these Beginning at 1st level, you are at your deadliest when you get
suggestions. First, make Dexterity your highest ability score, the drop on your enemies. You have advantage on attack rolls
followed by Charisma. Second, choose the criminal background. 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.
CLASS FEATURES
As a Shadow Assassin you gain the following class features.
SNEAK ATTACK
HIT POINTS Starting at 1nd level, you know how to strike subtly and exploit
Hit Dice: 1d8 per Shadow Assassin level a foe's distraction. Once per turn, you can deal an extra 1d6
Hit Points at 1st Level: 8 + Constitution modifier damage to one creature you hit with an attack if you have
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier advantage on the attack roll. The attack must use a finesse or a
per Shadow Assassin level after 1st 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

SHADOW ASSASSIN
attack roll. The amount of the extra damage increases as you SPELLCASTING FOCUS
gain levels in this class, as shown in the Sneak Attack column of You can use an arcane focus (found in chapter 5) as a spellcasting
the Shadow Assassin table. focus for your sorcerer spells.

CUNNING ACTION SHADOW BLADE


Starting at 1nd level, your quick thinking and agility allow you to Starting at 3nd level, using the power within you, you can merge
move and act quickly. You can take a bonus action on each of a blade with your soul. Using a level 1 spell slot, 100 grams of
your turns in combat. This action can be used only to take the incense and a holy symbol, you may spend 4 hours with a chosen
Dash, Disengage, or Hide action. weapon. At the end of the ceremony, the materials are
consumed and the weapon becomes a shadow blade. It deals
SHADOW STEP your charisma modifier in necrotic damage additionally to the
weapons normal damage. You cannot be disarmed of your blade
Starting at 2nd level, you have figured out how to travel distance and you can conjure it to your side anywhere at any time.
using the shadowfell, and the shadows that smudge the barrier
between the two planes. On a bonus action, you may use a spell
slot to teleport up to 60 feet, so long as you are in dim light or
FIGHTING STYLE
darkness, and your selected space is unoccupied and in dim light Starting at 3nd level you adopt a particular style of fighting as
or darkness. You then have advantage on the first melee attack your specialty. Choose one of the following options. You can't
you make before the end of your turn. take a Fighting Style option more than once, even if you later get
to choose again.
SPELLCASTING
ARCHERY
Starting at 2nd level, you can call upon the spirits of the shadows You gain a +2 bonus to attack rolls you make with ranged
to use arcane magic. You may use an arcane focus as a weapons.
spellcasting focus.
DEFENSE
CANTRIPS While you are wearing armor, you gain a +1 bonus to AC.
At 1st level, you know four cantrips of your choice from the
sorcerer spell list. You learn additional sorcerer cantrips of your DUELING
choice at higher levels, as shown in the Cantrips Known column When you are wielding a melee weapon in one hand and no
of the Sorcerer table. other weapons, you gain a +2 bonus to damage rolls with that
weapon.
SPELL SLOTS
The Sorcerer table shows how many spell slots you have to cast GREAT WEAPON FIGHTING
your spells of 1st level and higher. To cast one of these sorcerer When you roll a 1 or 2 on a damage die for an attack you make
spells, you must expend a slot of the spell's level or higher. You with a melee weapon that you are wielding with two hands, you
regain all expended spell slots when you finish a long rest. For can reroll the die and must use the new roll, even if the new roll
example, if you know the 1st-level spell burning hands and have is a 1 or a 2. The weapon must have the two-handed or versatile
a 1st-level and a 2nd-level spell slot available, you can cast property for you to gain this benefit.
burning hands using either slot.
PROTECTION
SPELLS KNOWN OF 1ST LEVEL AND HIGHER When a creature you can see attacks a target other than you that
You know two 1st-level spells of your choice from the sorcerer is within 5 feet of you. you can use your reaction to impose
spell list. The Spells Known column of the Sorcerer table shows disadvantage on the attack roll. You must be wielding a shield.
when you learn more sorcerer spells of your choice. Each of
these spells must be of a level for which you have spell slots. For TWO-WEAPON FIGHTING
instance, when you reach 3rd level in this class, you can learn When you engage in two-weapon fighting, you can add your
one new spell of tat or 2nd level. Additionally, when you gain a ability modifier to the damage of the second attack.
level in this class, you can choose one of the sorcerer spells you
know and replace it with another spell from the sorcerer spell
list, which also must be of a level for which you have spell slots.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th. and 19th
SPELLCASTING ABILITY level, you can increase one ability score of your choice by 2. or
Charisma is your spellcasting ability for your sorcerer spells, since you can increase two ability scores of your choice by 1. As
the power of your magic relies on your ability to project your will normal, you can't increase an ability score above 20 using this
into the world. You use your Charisma whenever a spell refers to feature.
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a sorcerer spell IMPERRIAL VISION
you cast and when making an attack roll with one. Spell save DC
=8 + your proficiency bonus + your Charisma modifier Spell Starting at 4th level you can see 60 feet in any darkness, magical
attack modifier your proficiency bonus + your Charisma modifier or non-magical, as if it was bright sunlight.

MADE BY LAZARVCK
EXTRA ATTACK DESTRUCTIVE AURA
Beginning at 5th level, you can attack twice, instead of once, Starting at 15th level, once a day you may activate an aura of
whenever you take the Attack action on your turn. pain around you. For 1 minute if a creature hits you with a melee
weapon, they take 2d6 necrotic damage.
SECOND WIND
Starting at 5th level you have a limited well of stamina that you
can draw on to protect yourself from harm. On your turn, you
VISION
can use a bonus action to regain hit points equal to 1d10 + your Starting at 17th level, before an enemy attack you, you can make
fighter level. Once you use this feature, you must finish a short an intelligence or wisdom check. If it is above 15, then the attack
or long rest before you can use it again. has disadvantage for accuracy. If you roll 15 or bellow then your
opponent’s attack deals an extra 1d6 damage. You must take a
ACTION SURGE short rest before you can do this again.

Starting at 6th level, you can push yourself beyond your normal
limits for a moment. On your turn, you can take one additional
SHADOW SHIFT
action on top of your regular action and a possible bonus action. Starting at 18th level, you may shadow leap as many times as
you like, but for every usage above your charisma modifier you
UNCANNY DODGE gain one level of exhaustion.

Starting at 7th level, when an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack's
SLAYER
damage against you. Starting at 20th level, once per day, after making an attack roll,
you may force that person to make constitution saving throw
EVASION against you spell save DC. If they fail and are under 50 hp they
die.
Beginning at 9th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon's fiery breath or an ice
storm spell. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and
only half damage if you fail.

SHADOW STRIKE
Starting at 10th level, when you hit an enemy you may turn the
hit into a critical hit. All the damage is converted to necrotic. You
can do this once per long rest.

DARKNESS DOMINATING
Starting at 11th level, you may cast Darkness spell 1/2 times as
your Charisma modifier without using any spell slot. You must
take a long rest before you can do this again.

SHADOW LEAP
Starting at 13th level, when you use shadow step you can cause
your location to implode while you travel away, dealing 3d6
necrotic damage to everyone within a 5-ft radius at the spot you
were at before traveling away. You must take a short rest before
you can do this again.

LINGERING SHADOWS
Starting at 14th level, 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.

SHADOW ASSASSIN

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