Arcane Assassin (5e Subclass)
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Arcane Assassin[edit]
The arcane assassin is a roguish archetype that can be taken by the rogue class.
An arcane assassin is a warrior who came close to death but was chosen by a otherworldly outsider to bear supernatural powers.
- Outsider Invocations
When you choose this archetype at 3rd level, you gain outsider invocation of your choice. You gain another at 13th and 17th level of the rogue class. 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 could learn at that level.
- Eldritch Blink
At 3rd level, you can cast the misty step spell. After casting this spell you must wait 1 minute before you can cast it again.
- 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 from a height of 20 feet or less. 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.
Outsider Invocations[edit]
Many invocations allow you to cast as a spell. Unless otherwise specified, you do so at its lowest possible level. Charisma is your spellcasting modifier for these spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- 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. You can use this feature again after a long rest.
- 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.
- Vision I
You can use a bonus action to activate supernatural vision, which lasts for 1 minute while you can concentrate on it (as though it were a spell). For the duration you can see living creatures within 30 feet of you if they are behind concealment or total cover, and such creatures cannot hide from you. You must finish a long rest before you can use this invocation again.
- Vitality I
When you roll for initiative you gain 1d8 temporary hit points.
- Bend Time I
Prerequisite: 13th level
You can cast haste. You must finish a long rest before you can do so again.
- Windblast I
You can cast thunderwave. You must finish a long rest before you can do so again.
- Devouring Swarm II
Prerequisite: 13th 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.)
- Eldritch Blink II
Prerequisite: 13th level
When you cast misty step with your Eldritch Blink feature, you can teleport 60 feet instead of 30 feet.
- Possession I
Prerequisite: 13th level
You can cast dominate beast. You must finish a long rest before you can do so again.
- Pull II
Prerequisite: 13th level
This functions as pull II, except you can lift an object weighing up to 200 pounds. You cannot sustain a pull on an object weighting over 10 pounds, and must finish a long rest before you can lift such an object again.
In addition, you can use pull to grapple a Medium or smaller creature within 30 feet. You use Charisma (Athletics) instead of Strength (Athletics) on the grapple check and if the creature attempts to escape. Instead of moving, you can move the grappled creature closer to your.
- Vision II
Prerequisite: 13th 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
Prerequisite: 13th level
When you roll for initiative you gain 2d8 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 Charisma modifier. You regain that many hit points. You must finish a long rest before you can use this feature again.
- Windblast II
Prerequisite: 13th level
You can cast thunderwave as a 6th level spell. You must finish a long rest before you can do so again.
- Bend Time II
Prerequisite: 17th level
You can cast time stop. You must finish a long rest before you can do so again.
- Possession II
Prerequisite: 17th level
You can cast dominate beast or dominate person. You must finish a long rest before you can do so again.
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