Arcane Assassin, Variant (5e Subclass)
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Arcane Assassin
The arcane assassin is a rogue subclass that can be taken by the rogue class.
You have gained the attention of a mysterious being named the Outsider. Whether through your bearing of a lifetime of extreme adversity, being visited by betrayal and injustice, or other set of circumstances, your actions have drawn this being's interest. Drawing your consciousness to his own strange and timeless dimension simply called the Void, he has bestowed his mark on you, granting you powerful supernatural abilities.
- Void Points
When you choose this subclass at 3rd level, you gain Void Points which you can expend to cast the outsider invocations the total of points that you can have is equal to your level, cannot have more void points that your maximum level, when you take a short rest you regain half of your level in void points(rounded down), in a long rest you regain all of your void points. you can only take one short rest to regain half of your void points after that you must take a long rest to use a short rest to regain void points again.
- Mark of the Void
Starting at 3rd level, you gain the mark of the void to most it appears as a normal tattoo but they are unaware of what it truly is
See the truth: the mark expands through your body and at 9th level the mark takes it final form it will change of colour show your inside alignment (White=good, Black=Neutral, Red=Evil)
Push into the void: you can pay more Void Points to cast another invocation immediately but at double the cost of void point and these are not regained until you have rested enough to recover the deficit for example casting bend time 1 normally cost 3 void points in this instance it would cost 6 and you would have to rest to regain 6 point before you void point pool starts to refill
- Outsider Invocations
When you choose this subclass at 3rd level, you gain 2 outsider invocations of your choice. You gain another outsider invocation of your choice at 5th 9th, 13th and 17th level. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you meet the requirements for.
- Eldritch Blink
You move forward rapidly, crossing small distances in an instant. Starting at the 3rd level, you can use a bonus action to expend one Void Point and teleport up to 30 feet to an unoccupied space that you can see, with your direct line of sight. This movement can bypass small to moderate obstacles in your path but you cannot travel through thick solid surfaces. For example you may bypass a grate or glass window but cannot move through a solid wall, even if you have means of seeing your destination on the other side. This movement does not provoke attacks of opportunity. The range increases to 45ft at 9th level.( Cost= 1 Void Point)
Starting at the 9th level, instead of teleporting immediately, you can leave a marker in an unoccupied space within range. The marker looks like a jagged, crumbling image of you but is only visible to you or to creatures with truesight. The marker persists while you are in range and at any time you can use a reaction to teleport to it, only consuming Void Points when you do. If a creature occupies the same space when you teleport, you both make Constitution saving throws, taking 10d10 force damage, or half as much on success, and are then ejected to the nearest unoccupied space 5 feet away.
- Eldritch Agility
Starting at 9th level, you can jump on air. The height you can jump is tripled, and you take no damage when falling. In addition, when you use Eldritch Blink, you can resolve the misty step at the apex of a jump you make in the same turn.
- Arcane bond
Starting at 13th level, you can share some of your powers with your allies. As an action you can concentrate on a number of creatures equal to your Intelligence modifier, spending Void Points on each to grant them powers as indicated below for 10 minutes. While you are concentrating, your Void Point Maximum is 1, regardless of how many points you spent. Empowered creatures gain half your maximum Void Points to use for the duration
1 void point spent: Eldritch blink 2 void points spent: Eldritch blink, vision 1 3 void points spent: Eldritch blink, vision 1, Eldritch block 4 void points spent: Eldritch blink, vision 1, Eldritch block, Bend time 1
- Void preservation
Starting at 20th lvl. The Void empowers your form upon receiving your first fatal blow of the day your health immediately goes back to full and an explosion of void energy erupts from around you dealing 4d12 psychic damage this resets upon the sunrise
Outsider Invocations
Many invocations allow you to cast as a spell. Unless otherwise specified, you do so at its lowest possible level. Intelligence is your spellcasting modifier for these spells, so you use it whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an outsider invocation spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Assault Blink
When enemy creature is in the path of your Eldritch Blink you can leap to that enemy and make them prone give you advantage in the attack roll the creature must do a saving throw of strength against you spellcasting DC, if the creature is one size large that you is instead push 5 feet away. at level 9 you gain this outsider invocation free like a feature.( Cost= 1 void point, at 9 level 0 cost)
- Devouring Swarm I
You can use your action to conjure a swarm of rats (DMG p. 339) in an unoccupied space you can see within 60 feet. On their turn the rats will move to a dead or dying creature of Medium size or smaller and begin to consume it. The body is completely devoured after 1 minute. This feature does not let you control the rats, but they will fight to protect themselves. (Cost= 2 Void points)
- Ash Killer I
When you give the final blow to a creature, that creature turn to ash leaving nothing behind except the magics item that the creature carry. you can uses this feature 3 times the you need a long rest to used again.(Cost= 0 Void points)
- Dark Silence I
You can cast Silence.(Cost= 2 Void points)
- Pull I
You can use your action to lift one object you can see within 30 feet weighing up to 10 pounds. You must have a free hand. You can lift it up to 10 feet in the air, and you can bring the object closer to you. The effect lasts for 1 round, so you can sustain the pull the following turn. Doing so requires concentration, as though you were concentrating on a spell.
In addition, you can use your reaction to stop an improvised ranged attack (such as a thrown flask) within 30 feet. On your subsequent turn, you can use pull on the thrown object or allow it to drop in place. (Cost= 1 Void points)
- Eternal Wounds I
You enchant your weapons with the power of the void your attacks now make enemy's bleed (upon failing a con save)and you regain half amount the damage you dealt with your attacks(attack damage only). When you hit a enemy creature with a attack they need to make a constitution saving throw(8 + prof + int) on a fail the target loses 1d4 + spell casting modifier a turn until it regains 1 hit point by any means, for the duration of the bleeding effect they can't be affected by effects or spell that prevent you for recovering hit points.(Cost= 3 Void points)
- Coldness of the Void
You can cast Remove Curse You must finish a long rest to use this feature again.(Cost= 3 Void points)
- Shadow walk I
You can cast Pass Without Trace on you or a creature that is in 30 feet of you. You must finish a short or long rest before you can use this invocation again (Cost= 2 Void points)
- Vision I
You can use a bonus action to activate supernatural vision, which lasts for 1 minute as a concentration spell. For the duration you can see living creatures within 30 feet of you even if they are behind concealment or total cover, and these creatures cannot hide from you. You must finish a short rest before you can use this invocation again.(Cost= 1 Void points)
- Vitality I
When you roll for initiative you gain 1d8 temporary hit points, at level 5 the dice increases a 2d8 at 9th level it increases to 3d8.(Cost= 0 Void points)
- Sweet Rest I
Prerequisite: 5th level
You can cast Death Ward on yourself. you must take a short or long rest to use this feature again.(Cost= 4 Void points)
- Path maker I
You can cast Magic Weapon on the weapon you are holding or on the another creature 5 feet away of you.(Cost= 1 Void points)
- Bend Time I
Prerequisite: 5th level
You can cast haste You must finish a long rest before you can do so again.(Cost= 3 Void points)
- Windblast I
You can cast Gust of Wind(Cost= 2 Void points)
- Eldritch block I
Prerequisite: 5th level
You can cast Counterspell. You must finish a short or long rest before you can do so again.(Cost= 3 Void points)
- Unforgivable Loss I
Prerequisite: 5th level
You can cast Dispel Magic. You must finish a short or long rest before you can do so again.(Cost= 3 Void points)
- Devouring Swarm II
Prerequisite: 9th level
This functions as devouring swarm II, except the swarm has 49 hit points (14d8 - 14) and its bite deals 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. In addition, if the swarm cannot find a dead or dying creature, it will attack the nearest creature (including those friendly to you.) (Cost= 2 Void points)
- Accelerated Blink
Prerequisite 13th level
Now you can use you blink twice in the same turn, and only pay for one
- Possession I
Prerequisite: 9th level
You can cast dominate beast. You must finish a long rest before you can do so again. (Cost= 3 Void points)
- Ash Killer II
Prerequisite: 9th level
The amount of creatures that you can turn to ashes is unlimited (Cost= 0 Void points)
- Eternal Wounds II
Prerequisite: 13th level
Now the bleeding effect do 3d6 + spellcasting modifier and now on hit you regain full hit points of the damage taken by the target.(Cost= 2 Void points)
- Pathmaker II
Prerequisite: 9th level
You can cast Magic Weapon At 6th level and the weapon deals 4d6 and you don't need to maintain concentration in the spell.(Cost= 3 Void points)
- Sweet Rest II
Prerequisite: 13th level
You can cast Death Ward on yourself and on another creature that you touch. you must take a day of rest to use this feature again (Cost= 6 Void points)
- Shadow Walk II
Prerequisite: 9th level
Now you cast Pass Without Trace normally and you cant be tracked by magical means and you don't need to maintain concentration on the spell you must take a short or long rest to use this feature again.(Cost= 3 Void points)
- Dark Silence II
Prerequisite: 9th level
Now your Silence is a 60-foot-radius sphere and can't be dispeled (Cost= 2 Void points)
- Vision II
Prerequisite: 9th level
This functions as vision I, except you also benefit from the effects of the find traps spell for the duration of the vision.(Cost= 1 Void points)
- Vitality II
Prerequisite: 13th level
When you roll for initiative you gain 4d8 temporary hit points and on 17th level you regain 5d8 of temporary hit points.
In addition, if you take damage that reduces you to half your maximum hit points or less, you can expend one of your hit dice. Roll the hit dice and add your intelligence modifier. You regain that many hit points. You must finish a short or long rest before you can use this feature again.(Cost= 1 Void points)
- Windblast II
Prerequisite: 13th level
You can cast Gust of wind at 6th level. You must finish a short or long rest before you can do so again.(Cost= 3 Void points)
- Eldricht block II
Prerequisite: 17th level
You can cast Counterspell at 6th level. You must finish a short or long rest before you can do so again.(Cost= 5 Void points)
- Unforgivable Loss II
Prerequisite: 17th level
You can cast Dispel Magic at 6th level. You must finish a short or long rest before you can do so again. (Cost= 5 Void points)
- Bend Time II
Prerequisite: 17th level
You can cast time stop. You must finish a long rest before you can do so again.(Cost= 10 Void points)
Also haste can now be cast without the need to rest
- Possession II
Prerequisite: 17th level
You can cast dominate beast or dominate person. You must finish a short or long rest before you can do so again.(Cost= 8 Void points)
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