Arcane Assassin, Variant (5e Subclass)
Arcane Assassin[edit]
Corvo, an Arcane Assassin.
Official game image. |
Rogue subclass
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 outsider invocations. The total amount of points that you can have is equal to your level. When you finish a short rest you regain half of your level in Void Points (rounded down), and cannot regain Void Points in this way until you finish a long rest. After a long rest, you regain all of your Void Points.
- Mark of the Void
Starting at 3rd level, you gain the Mark of the Void. It appears as a normal tattoo of your choice on your body. The Mark of the Void grants you the following powers.
Push into the void: You can expend more Void Points to cast an invocation immediately, but at double the cost of Void Points. These are not regained until you have rested enough to recover the deficit; for example casting bend time 1 normally costs 3 Void Points, while in this instance it would cost 6 and you would have to rest to regain 6 points before your Void Point pool starts to refill.
See the truth: The mark expands through your body. At 9th level the mark takes it final form, and changes color to show your inside alignment. (White for Good, Black for Neutral, Red for Evil)
- 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. These outsider invocations are located at the end of the subclass description.
- Eldritch Blink
You rapidly move forward, crossing small distances in an instant. Starting at 3rd level, you can use a bonus action to expend one Void Point and teleport up to 30 feet to an unoccupied space within your direct line of sight. For example, you may bypass a grate or glass window but cannot move through a solid wall. This movement does not provoke attacks of opportunity. The range increases to 45ft at 9th level.
Starting at 9th level, instead of teleporting immediately, you can leave a marker in an unoccupied space within range. The marker looks like a jagged and crumbling image of you, but is only visible to you or creatures with truesight. The marker persists for as long as you are within the range of this ability. At any time, you can use a reaction to teleport to it. If a creature occupies the same space when you teleport, you both make Constitution saving throws, taking 10d10 force damage on a failure or half as much on success, and are ejected to the nearest unoccupied spaces.
- 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 do so at the apex of a jump that you make, effectively increasing your range.
- 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 up to to your Intelligence modifier, spending Void Points on each to grant them the abilities of different outsider invocations as indicated below, for a maximum of 10 minutes. While you are concentrating on this, your Void Point maximum is 1, regardless of how many points you spent. Empowered creatures gain half of your maximum Void Points each to use for the granted outsider invocations 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 level, the void empowers your form. Upon reaching zero hit points, you regain all hit points and an explosion of void energy erupts from around you, dealing 4d12 psychic damage to all hostile creatures within 30 feet. You regain the use of this ability after a long rest.
Outsider Invocations[edit]
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.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Assault Blink (1 Void Point)
When an enemy creature is in the path of your Eldritch Blink, you can leap to that enemy and have them make a Strength saving throw, causing them to go prone. If the creature is of a larger size that you, it is instead pushed 5 feet away. At level 9, you can use this invocation without using any Void Points.
- Devouring Swarm I (2 Void Points)
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, leaving no trace behind. You cannot control the rats, but they will fight to protect themselves. After the body is devoured, the rats disappear.
- Ash Killer I (0 Void Points)
When you reduce a creature to zero hit points, it turns to ash, leaving nothing behind except magic items that the creature carried. You can use this feature 3 times, regaining all uses upon a long rest.
- Dark Silence I (2 Void Points)
You cast Silence.
- Pull I (1 Void Point)
You can use your action to lift one object that weighs up to 10 pounds you can see within 30 feet. You must have a free hand to do so. 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 weapon attack (such as a thrown flask) within 30 feet. On your subsequent turn, you can pull the thrown object or allow it to drop in place.
- Eternal Wounds I (3 Void Points)
As an action, you enchant your weapons with the power of the void. You gain half of the damage you deal with your attacks in the form of hit points. When you hit an enemy creature with an attack while this is active, they must make a Constitution saving throw. On a failure, the target loses 1d4 + spell casting modifier hit points every turn until it regains hit points by any means.
- Coldness of the Void (3 Void Points)
You cast Remove Curse. You must finish a long rest to use this invocation again.
- Shadow walk I (2 Void Points)
You cast Pass Without Trace on you or a creature within 30 feet of you. You must finish a short or long rest before you can use this invocation again.
- Vision I (1 Void Point)
You can use a bonus action to gain supernatural vision, which lasts for 1 minute or until your concentration is broken (as if concentrating on a 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.
- Vitality I (0 Void Points)
When you roll for initiative you gain 1d8 temporary hit points. At level 5 the dice increase to 2d8, at 9th level they increases to 3d8.
- Sweet Rest I (4 Void Points)
Prerequisite: 5th level
You cast Death Ward on yourself. You must take a short or long rest to use this feature again.
- Path maker I (1 Void Point)
You cast Magic Weapon on a weapon you are holding or on one held by another creature within 5 feet of you.
- Bend Time I (3 Void Points)
Prerequisite: 5th level
You cast Haste on yourself. You must finish a long rest before you can do so again.
- Windblast I (2 Void Points)
You cast Gust of Wind.
- Eldritch block I (3 Void Points)
Prerequisite: 5th level
You cast Counterspell. You must finish a short or long rest before you can do so again.
- Unforgivable Loss I (3 Void Points)
Prerequisite: 5th level
You cast Dispel Magic. You must finish a short or long rest before you can do so again.
- Devouring Swarm II (2 Void Points)
Prerequisite: 9th level
This functions as Devouring Swarm I, 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).
- Accelerated Blink
Prerequisite 13th level
You can blink twice in the same turn, for one Void Point.
- Possession I (3 Void Points)
Prerequisite: 9th level
You cast dominate beast. You must finish a long rest before you can do so again.
- Ash Killer II (0 Void Points)
Prerequisite: 9th level
The amount of creatures that you can turn to ashes is unlimited.
- Eternal Wounds II (2 Void Points)
Prerequisite: 13th level
You now deal 3d6 + spellcasting modifier damage and you regain points equal to the damage taken by the target.
- Pathmaker II (3 Void Points)
Prerequisite: 9th level
You can cast Magic Weapon at 6th level. You don't need to maintain concentration on the spell.
- Sweet Rest II (6 Void Points)
Prerequisite: 13th level
You can cast Death Ward on yourself and on another creature that you touch. You must take a full day of rest to use this feature again.
- Shadow Walk II (3 Void Points)
Prerequisite: 9th level
Now you cast Pass Without Trace normally and you cant be tracked by magical means. Additionally, you don't need to maintain concentration on the spell. You must take a short or long rest to use this feature again.
- Dark Silence II (2 Void Points)
Prerequisite: 9th level
Your Silence is now a 60-foot-radius sphere and can't be dispelled.
- Vision II (! Void Point)
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.
- Vitality II (1 Void Point)
Prerequisite: 13th level
When you roll for initiative you now gain 4d8 temporary hit points and at 17th level, you regain 5d8 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.
- Windblast II (3 Void Points)
Prerequisite: 13th level
You cast Gust of wind at 6th level. You must finish a short or long rest before you can do so again.
- Eldritch Block II (5 Void Points)
Prerequisite: 17th level
You cast Counterspell at 6th level. You must finish a short or long rest before you can do so again.
- Unforgivable Loss II (5 Void Points)
Prerequisite: 17th level
You cast Dispel Magic at 6th level. You must finish a short or long rest before you can do so again.
- Bend Time II (10 Void Points)
Prerequisite: 17th level
You cast time stop. You must finish a long rest before you can do so again. Additionally, haste can now be cast without the need to rest.
- Possession II (8 Void Points)
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.
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