Astral Assassin, Variant (5e Subclass)
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Using the Astral plane, you teleport and assault the enemies around you.
When you choose this archetype at 3rd level, you get the abillity to cast Misty Step consuming all of your movement action, also when casting Misty Step this way, it can teleport you up to a number of feets equal your movement speed. If you teleport to an area in dim light, darkness or concealment, you have advantage on all your stealth checks when you try to hide immediately after teleporting.
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When you reach 3rd level in this class, your connection with the astral plane gives you the ability to cast spells from the Conjuration School of the wizard spell list. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You know three cantrips of the wizard spell list: Sword Burst and two other cantrips of your choice from the conjuration school in the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Astral Assassin Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Ice Knife and have a 1st-level and a 2nd-level spell slot available, you can cast Ice Knife using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice from the Conjuration School spells on the wizard spell list. The Spells Known column of the Astral Assassin Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a Conjuration spell.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through your connection with the astral plane, but still have to memorize and study them. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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.
Starting at 9th level in this class, you may teleport one willing creature with you when you use Astral Sneaker feature. If you attempt to teleport an unwilling creature, the creature must succeed at a Intelligence saving throw to negate the attempt. This can only be used to teleport creatures up to one size category larger or smaller than the user. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at 13th level in this class, you get the abillity to cast the spell Dimension Door as a Bonus Action without consuming a spellslot. However immediately at the end of your turn you will be teleported back to your original location when you first cast the spell. You may use this once before you must finish a short rest or long rest.
When you reach 17th level in this class, you become a master assassin by channeling to your body power from the Astral Plane. You gain a number of Astral Charges equal your Intelligence modifier, which you regain after you finish a long rest. On your turn you may as an action spend a number of Astral Charges to take one of the following actions:
- Astral Assassinate: As an action you spend 3 Astral Charges and teleport up to 60 feet to a creature you can see, channeling the Astral Plane's energy in your weapon and landing a devastating blow on one enemy, roll as normal for this attack. If it hits, it deals double the damage it would and it's damage type changes to Force Damage. This attack can still crit on a 20.
- Pure Force: As an action you spend 2 Astral Charges to channel the Astral Plane's power into your own body. For 1 minute, all of your attacks deal force damage instead of its normal damage type and if you hit a Sneak Attack, it gives an extra 4d6 Force damage.
- Extra-Planar Help: As an action you spend 2 Astral Charges to call for help from the Astral Plane. A Phantasmagoric copy of you appears for 1 minute occupying the same square as you and moving with you. It counts as an Ally for the purpose of allowing you to use your Sneak Attack without advantage.
- Astral Path: As an action you spend 1 Astral Charge and boost your mind with the Astral Plane's energy. For 1 minute when you cast Misty Step you can choose to either double its range or to use its normal range and deal a 2d6 Force damage to every hostile creature within 5feet of the space you choose to teleport on to.