Assassin of Darkness (5e Subclass)

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Scales.png This page is of questionable balance. Reason: Scales awfully. Gains a fighting style, darkvision, and unrestricted third casting all at 3rd level. Then, magical darkvision and EXPANDED CRIT RANGE. Then you get EK weapon bonding which deals slightly more damage, and then an 11th level monk feature. Features should be trimmed, moved, or otherwise replaced.


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Assassin of Darkness[edit]

An Assassin of Darkness is a roguish subclass that can be chosen at 3rd level by a rogue. An Assassin of Darkness is a person who strikes from the shadows where the enemy cannot see them.

Spellcasting Ability: Intelligence is your spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting ability. You choose spells from the Wizard spell list.

Spell save DC = 8 + your proficiency bonus + your intelligence modifier

Spell attack modifier = your proficiency bonus + your intelligence modifier.

Assassin of Darkness Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Shadow Initiate

At level 3, an Assassin of Darkness learns a fighting style from the fighter list of fighting styles. You can also use your bonus action to attack with an offhand weapon if you use a cantrip that forces you to make a melee attack and you are Two-Weapon Fighting. At level 3, you also gain dark vision out to 90 ft.

Embrace of shadows

At level 9, you gain the ability to see in all darkness, whether magical or mundane out to 90 ft. Also at level 9 your weapon attacks score a critical hit on a roll of 19 or 20.

Shadow Weapon

At level 13, you may bond a weapon to yourself, through a 1 hour long ritual. As a bonus action, you can summon the weapon from the shadows and dismiss it as a free action. If you are not holding the weapon at the end of your turn it vanishes into the shadows however the weapon doesn't vanish if it is sheathed. A weapon bonded to yourself in this manner also deals 1d10 psychic damage to a target on a hit.

Master of Shadows

At 17th level, you gain the ability to turn invisible as an action while in dim light or darkness.



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