Ethereal Assassin (5e Class)

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Ethereal Assassin[edit]

Manipulating the essence of the ethereal plane itself, the Ethereal Assassins follow an ancient tradition of weapon conjuring. They can manipulate and bend the forces of this bordering plane by sheer power of will. They can sense the plane residing beyond the invisible veil that separate the planes, and use this weird and strange magic to sever this veil, drawing from its power.

The main training focus of followers of this tradition is the ability of form ethereal weapons, blades and bolts made of ethereal matter, that can ignore the armor, skin, flesh and bone, piercing directly into their souls, ripping them from inside. Ethereal assassins are feared as ghosts from horror tales, being able to move trough the ethereal plane with ease, assuming a phantasmagorical form to infiltrate any fortress or hideout of their targets, acting as unstoppable bringers of death.

Ritual of Rebirth[edit]

To gain the power of connecting with the ethereal plane, some ethereal assassins pass trough a process called ritual of rebirth, in which they are killed or almost killed, so they soul can travel trough the ethereal plane and be brought back, teaching the subjects of this process to sense and connect with the ethereal plane in a deeper level, forging a bond that enables them to draw the necessary power to create ethereal weapons.

Creating an Ethereal Assassin[edit]

When creating your ethereal assassin, ask yourself how did you learned your ethereal magic techniques. Did you trained in an assassin order or you always had a connection with the ethereal plane? Maybe you have died and brought back to life, but part of your essence is forever bound to the ethereal plane, forging this link from were you draw upon. Some ethereal assassin orders even perform a ritual in which they pull their initiates from the brink of death, so they can see with their own eyes and travel for a moment to the ethereal plane, sensing its power and learning how to use it.

Quick Build

You can make a Ethereal Assassin by following these few steps and become the scariest member in your group or solo player. First, Dexterity should be your highest ability score because with this later levels your bow will deal massive damage and also a higher AC means harder to hit, followed by Charisma. Second when becoming an Ethereal Assassin. Choose a background that best suits you this class is meant to be either good or evil depend on your play style.

Class Features

As a Ethereal Assassin you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ethereal Assassin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ethereal Assassin level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose four 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:

Table: The Ethereal Assassin

Level Proficiency
Bonus
Features
1st +2 Ethereal Reserve, Ethereal Assassin Archetype
2nd +2 Unleash Ethereal Blade
3rd +2 Ethereal Assassin Archetype Feature
4th +2 Ability Score Improvement
5th +3 Ethereal Assassin Archetype Feature
6th +3 Ethereal Cloak
7th +3 Ethereal Stun
8th +3 Ability Score Improvement
9th +4 Ethereal Assassin Archetype Feature
10th +4 Ethereal Heal
11th +4 Ethereal Assassin Archetype Feature, Ethereal Unleashed
12th +4 Ability Score Improvement
13th +5 Ethereal Barrage
14th +5 Ethereal Drain
15th +5 Ethereal Assassin Archetype Feature
16th +5 Ability Score Improvement
17th +6 Ethereal Deity Shield
18th +6 Ethereal Assassin Archetype Feature
19th +6 Ability Score Improvement
20th +6 Ethereal Overload

Ethereal Archetype[edit]

At 1st Level, you choose an archetype that you emulate in the exercise of your ethereal abilities. Your archetype choice grants you features at 1st Level and then again at 3rd, 5th, 11th, 15th, and 18th level.

Ethereal Reserve[edit]

Starting at 1st level, you have a reserve of ethereal power inside you. You can store an amount of ethereal points equal to your proficiency bonus. Whenever you finish a short or a long rest, your ethereal reserve is fully replenished. You can spend your ethereal points to activate some ethereal powers. You start by knowing one of such powers: Ethereal Blade Summon.

Ethereal Siphon

Once per turn when you damage a creature with an attack, you can steal part of the targets essence, regaining 1 ethereal point, up to your maximum.

Ethereal Blade Summon

At the start of your turn, you can spend 2 ethereal points to summon an ethereal blade on your hand or on an unoccupied space within 30 feet. You can attack creatures within 5 feet of the blade as one of your attacks made as part of the attack action or as a bonus action.

You make a melee weapon attack using your Charisma for attacks and damage rolls. The blade causes 1d4 + your Charisma modifier force damage. In each of your turns you can move the blade 30 feet in any direction, without spending an action to do so. The blade disappear if moves further than 30 feet from you.

On your turn, you can dismiss the blade as a bonus action. You can spend more ethereal points to summon additional blades, summoning one additional blade for each 2 points spent. The blade lasts for 1 minute per level you have in this class.

You can have only one blade at the same time. The amount increase to two at 9th level and three at 17th level. You can command all summoned blades with the same bonus action.

Unleashed Ethereal Blade[edit]

Starting at 2nd level, you can unleash all your blades in a powerful strike. When you hit a creature with an attack with a weapon, you can choose to dismiss the blade to deal additional 1d8 force damage for each blade dismissed. You don't need to use your bonus action to dismiss a blade in that manner.

Ability Score Increase[edit]

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.

Ethereal Cloak[edit]

At 6th level, you learn to step through the Ethereal Plane. If you have your maximum amount of ethereal points, you can use a bonus action on your turn to cast the Etherealness spell with this feature, without expending a spell slot, lasting until the end of this turn. Doing so spend all your ethereal points, and you can't use this feature again for 1 minute.

Ethereal Stun[edit]

Starting at 7th level, when you hit a creature with an attack from your Ethereal Blades or you damage a creature with the Unleashed Ethereal Blade, you can spend 1 ethereal point to force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn.

Ethereal Healing[edit]

At 9th level, with an even greater understanding of ethereal magic, you can heal yourself. You can use your bonus action and spend any amount of ethereal points, regaining 1d8 hit points per ethereal point spent. Once you use this feature, you can't use it again until you finish a short or a long rest.

Ethereal Unleashed[edit]

Starting at 10th level, you can use your bonus action to spend any amount of your Ethereal Points to add an amount equal to half the amount spent (rounded down) to your Attacks and damage rolls with one weapon of your choice, for 1 minute.

Ethereal Barrage[edit]

At 13th level, you can quickly fire ethereal blades on your enemies. As a bonus action, you can spend any amount of ethereal points, and make one ranged weapon attack using your Charisma, instead of Dexterity, for attacks an damage rolls, against targets within 60 feet. You must choose different targets for each attack.

The ethereal blades created by this feature disappear after hitting a target.

Ethereal Drain[edit]

At 14th level, once in each turn when you hit a creature with a weapon attack, you can force the target to make a Constitution saving throw. On a failed save, the creature takes additional 2d10 necrotic damage and you regain all your Ethereal Points.

Ethereal Deity Shield[edit]

At 17th level you can conjure an ethereal shield around your or a creature within 30 feet to block one incoming attack. As a reaction to an attack, you can spend 1 ethereal point to halve the damage of that attack.

Ethereal Overload[edit]

At 20th level, you reserve of ethereal points becomes the double of your proficiency bonus.

Ethereal Assassin Archetype[edit]

Ethereal Rogue[edit]

The Ethereal Rogue is an Ethereal Assassin that excels in stealth and escape, but can also take down targets if needed.

Bonus Proficiency

Starting at 1st level, you have proficiency in Stealth. In addition, you add twice your proficiency bonus in checks with this skill.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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.

The amount of the extra damage increases as you gain levels in this class. The amount of damage increases by 1d6 when you reach the 3rd level (2d6), 6th level (3d6), 9th level (4d6), 12th level (5d6), 15th level (6d6), 18th level (7d6).

Ethereal Teleport

At 3rd level, you can use your bonus action to change places with one ethereal blade you have summoned, teleporting to its position. You must be able to see the blade to teleport to it.

If you make an attack after teleporting in that manner, you don't need advantage to benefit from the sneak attack damage. In addition, when you use your bonus action to teleport, you can spend 1 ethereal point to make an attack with the ethereal blade as part of the same bonus action.

Ethereal Combo

At 5th level, you can start a combo with your summoned blade. If you hit an attack using both your action and your Ethereal Blade as a bonus action, you can spend ethereal points up to your maximum, making one additional attack per point spent.

In addition, once per turn, you can teleport to one of your summoned blades that you have commanded to attack, without using your bonus action.

Ethereal Blade Expert

At 11th level, you have become very connected to your blades. When you have your maximum amount of ethereal points, you can spend all of them to create five ethereal blades. You create more blades as you gain levels in this class, creating one additional blade at 13th (for a total of 6) and 17th (for a total of 7). Blades created by this feature last for 1 minute.

In addition, if you have at least four blades floating in a place within 5 feet of you, you gain the benefits of half cover.

Invisibility

At 15th level, you can use your bonus action and spend one ethereal point to become invisible. Your invisibility lasts until you make an attack or cast a spell, or until the start of your next turn.

If you start your turn invisible with this feature, you can spend 1 ethereal point to remain invisible, without using a bonus action.

In addition, you can spend one ethereal point to become invisible as a reaction to an attack, possibly causing that attack to miss.

Ethereal Blade Master

Starting at 18th level, you can create 9 swords. You must use your action to command these swords. After 1 minute, these swords disappear, and you can't use this feature again until you finish a long rest.

Ethereal Archer[edit]

The Ethereal Archer is an Ethereal Assassin that excels in ranged fighting.

Fighting Style - Archery

Starting at 1st level, you have +2 on attack rolls made with ranged weapons.

Ethereal Bow

At 1st level, your connection with ethereal plane allow you to conjure an ethereal bow. You can spend 1 ethereal point as a bonus action to summon the ethereal bow. The ethereal bow has the statistics of a shortbow, but causes force damage, instead of piercing, and doesn't require ammunition, creating its own ethereal ammunition before each strike.

When you attack with your ethereal bow using your action, you can attack again with it using your bonus action. This bow lasts for 1 minute.

Ethereal Hail

At 3rd level, when you hit a creature with your Ethereal Bow, you can spend ethereal points to make attacks with the etheral bow against creatures within 5 feet of your target. You can choose one additional target for each point spent.

Extra Attack

At 5th level you can use your attack action to attack twice in a round.

Ethereal Power Shot

At 11th level, you can charge a powerful arrow into your bow. You can spend 3 ethereal points when you make an attack to charge this arrow. On a hit, you deal additional 1d12 damage with that attack.

Extra Power

At 15th the level, you can increase even further the power of your power shots. When you hit a creature with a power shot, you can deal additional damage equal to 1d12 for each additional ethereal point spent.

Ethereal Bow Unleashed

Starting at 18th level, you can fire arrows at blinding speed. At the start of your turn, you can choose to activate this feature without spending an action. If you do so, you can make two attacks with your bonus action, instead of one, with your ethereal bow.

In addition, the Ethereal Power Shot doesn't cost ethereal points, being applied to all your shots. Once you use this feature, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the demon hunter class, you must meet these prerequisites: 13 Dexterity and 13 Charisma.

Proficiencies. When you multiclass into the ethereal assassin class, you gain the following proficiencies: light armor, simple weapons.

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