Ethereal Assassin (5e Class)
From D&D Wiki
Ethereal Assassin
Introduction The Ethereal Assassin, conjures weapons to fight. Ethereal points are most similar to life link on how to restore them and works similar to sorcerers meta magic but in a completely different way.
Creating an Ethereal Assassin
An Ethereal Assassin relies on his blade summoning and being able to teleport to what he summons; makes him a versatile assassin being able to get in and out if played correctly. He can not front line but can be more of a distraction while blinking in and out dealing massive damage with his combos. At later levels learns how to summon a Ethereal Bow to begin fights far away and then finish the target in melee range.
- 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 Intelligence. Second when becoming an Ethereal Assassin. Choose a background that best suites you this class is ment 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: Conjured Weapons
[1]
Tools: thieves' tools
Saving Throws: Dexterity and intelligence.
Skills: Choose 4 from Arcana, Athletics, History, Insight, Investigation, Survival, Stealth, Persuasion, Perception, Deception, Sleight of Hand, and intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- conjoined weapon
- (a) dungeoneer's pack or (b) explorer's pack
- leather armor
- thieves' tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Ethereal Siphon, Ethereal Blade Summon, Ethereal Reserve |
2nd | +2 | Unleash Ethereal Blade |
3rd | +2 | Ethereal Assassin Archtype |
4th | +2 | Ability Score Improvement, Ethereal Assassin Archtype Feature |
5th | +3 | Ethereal Assassin Archtype Feature |
6th | +3 | — |
7th | +3 | Ethereal Cloak |
8th | +3 | Ability Score Improvement, Ethereal Stun |
9th | +4 | Ethereal Assassin Archtype Feature |
10th | +4 | Ethereal Heal |
11th | +4 | Ethereal Unleashed |
12th | +4 | Ability Score Improvement, Ethereal Assassin Archtype Feature |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Ethereal Barrage |
17th | +6 | Ethereal Drain |
18th | +6 | Ethereal Assassin Archtype Feature |
19th | +6 | Ability Score Improvement, Ethereal Deity Shield |
20th | +6 | Ethereal Overload |
Ethereal Reserve
At 1st level you have 40 ethereal points, and gain 5 + Intelligence modifier every level. Ethereal gets replenished over a long rest. your ethereal assassin level of d4's for a short rest.
Ethereal Siphon
At 1st level with Each successful attack your Ethereal Blade or Ethereal Bow supplies 1d4 ethereal points.
Ethereal Blade Summon
At 1st level you can Summon Ethereal Blades at the cost of 5 ethereal points stored + 3 per extra blade summoned (max 3 blades summoned)(only 2 attacks max per turn). Ethereal Blades hover around you and do 1d6 damage on a successful hit. Attacks with the ethereal blade is attack roll + Dexterity modifier + proficiency bonus and can be flung 30 feet. Conjured blades vanish in order of creation if you summon more blades than you can have. Blades disappear after your intelligence modifier hours.
Unleashed Ethereal Blade
At 2nd level you can spend 5 ethereal points stored to add 1d8 to damage (once per turn).
Ethereal Archetype
At 3rd Level, you choose an archetype that you emulate in the exercise of your ethereal Abilities, such as archer. Your archetype choice grants you features at 3rd Level and then again at 4th, 5th, 9th, 12th, and 18th level.
Ethereal Cloak
At 7th level you can teleport yourself way into the Ethereal realm making it so you can only interact with stuff in the ethereal and you can not be seen by anything that isn't in the ethereal plane or can see into the ethereal plane. This costs of 30 ethereal points stored to use and lasts for your intelligence modifier in minuites or you step back into the physical world (can be used the amount of times equal to your intelligence modifier). Cast time 1 action.
Ethereal Stun
At 8th level a successful attack and a failed save DC can force Ethereal magic into the target and stun them for 1 round at the cost of 15 ethereal points. The DC is 8 + your proficiency bonus + your intelligence modifier.
Ethereal Heal
At 10th level now with an even greater understanding of Ethereal magic you can Heal your self for 1d8 damage per 20 ethereal points(must be outside of combat)
Ethereal Unleashed
At 12th level you can expend 70 points of ethereal stored you gain you intelligence modifier to rolls for one turn.
Ethereal Barrage
At 16th level you can quickly Fire Ethereal Blades or Arrows dealing 1d12 at the cost of 10 ethereal points +5 per arrow or blades. (Max 5)
Ethereal Drain
At 17th level as an action, you can make an attack against an enemy making them make a wisdom save. On a fail, 2d10 life will be siphoned into ethereal points to be used by you. Half on successful save. can use this ability your intelligence modifier amount of times per long rest.
Ethereal Shield
At 19th level you can conjure an Ethereal Shield around the user and its allies to block one incoming attack a the cost of 50 ethereal points stored, can only be used once per day and can be used as a reaction.
Ethereal overload
At 20th level once per day can use this ability on a successful attack to do an amount of damage equal to half the amount of ethereal points channeled into the enemy.
Ethereal Assassin Archtype
The Ethereal Rogue is an Ethereal Assassin that excels in stealth and escape, but can also take down targets if needed.
The Ethereal Archer is an Ethereal Assassin that excels in ranged fighting.
Ethereal Rogue
Expertise in stealth
Assassinate
At 3Rd level gain the sneak attack ability, 2d6 extra damage on a sneak attack. The amount of damage increases by 1d6 when you reach 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), 19th level (10d6)
Ethereal Teleport
At 4th level with a deep connection to the Ethereal Plane and your Ethereal Blades you can teleport to them at the cost of 20 magic stored. This does not evoke opportunity attack. Can be done as a bonus action.
Ethereal Combo
At 5th level you can shift into a series of attacks and summoning blades out of thin air and then making them disappear as soon as they appear. 10 magic stored +5 per extra Blade. These attacks don't get sneak attack and can make other blades disappear if your max amount of blades are summoned (max attacks 3).
Ethereal Blade Expert
At 9th level you have become very connected to your blades and you can keep 7 blades conjured at once. These blades can act as a shield giving + 2 to AC
Invisibility
At 12th level you can now turn invisible 1 + your intelligence modifier times per long rest. All of your equipment turn invisible. You are invisible for 1 minute or until you attack. Restores after every long rest.
Ethereal Blade Master
At 18th level you can have 9 blades conjured at once and can attack with the cost of 70 magic you can send all of them at once to attack either different targets or the same targets (max intelligence modifier + dexterity modifier times per day). Restores after a long rest.
Ethereal Archer
+2 to ranged attacks made with the Ethereal bow
Ethereal Bow
At 3rd level your connection with Ethereal plane you can conjure an Ethereal bow 10 magic stored. Ethereal Bow deals 1d8 damage and can be conjured as a bonus action.
Ethereal Hail
At 4th level you can expend 20 magic to make an attack roll with the ethereal bow on a target, if the shot hit all creatures within 5 feet take the same damage as the target hit. Targets hit by the hail only gets affected by the bow's base damage.
Extra Attack
At 5th level you can use your attack action to attack twice in a round.
Ethereal Power Shot
At 9th level you can charge a Powerful arrow into your bow for 10 magic doing 1d12 points of damage plus the bow's base damage.
Extra power
At 12 the level you can spend 5 magic to add 1d8 damage on a power shot (+10 magic for every additional 1d8 max amount of d8's is your ethereal assassin level halved).
Ethereal Bow Unleashed
At 18th level you can fire an Arrow at blinding speed dealing 8d12 at the cost of 70 ethereal points stored.
Ability Score Increase
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.
Back to Main Page → 5e Homebrew → Classes