Clan Eshin Acolyte (5e Class)
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Clan Eshin Acolyte[edit]
Clan Eshin is, by far, the most villainous of the Skaven clans (which is really saying something). This mysterious clan trains stealthy spies and murderous Assassins-for-hire. Clan Eshin has eyes everywhere and its deadly operatives are scattered throughout the Under-Empire, as well as secreted about the cities of the surface dwellers. For the right price, the black-clad agents of Clan Eshin will steal any information, commit any act or sabotage or slay any rival required. Considering the treacherous, scheming and paranoid nature of Skaven, it is no wonder that Clan Eshin has become so powerful. Clan Eshin provides an unseen force with which the Council of Thirteen and other powerful Skaven maintain (or gain) their positions of power. Within the highly feared Caverns of Unyielding Shadow, the Clan Eshin district deep in the belly of Skavenblight, treaty-pacts are claw-marked and the doom of many rivals is assured.
Class Details[edit]
Why might you choose Clan Eshin? Do you seek power amongst the clans? Do you want the secrets implied by their ancient expertise? Or do you just want to be the most impressive killer available?
- Quick Build
You can make a Eshin Acolyte quickly by following these suggestions. First, <Dexterity> should be your highest ability score, followed by Intelligence or Constitution. Second, choose the urchin background. Third, choose padded armor, 2 daggers, and 3 throwing daggers.
Class Features
As a Eshin Acolyte you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Eshin Acolyte level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eshin Acolyte level after 1st
- Proficiencies
Armor: Light
Weapons: Simple
Tools: none
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Survival, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a rapier or (c) a shortsword
- (a) a sling with 20 sling bullets or (b) a dagger
- (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
- leather armor and thieve's tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Chosen Slave, Deadly Strike |
2nd | +2 | Intense Training Regime |
3rd | +2 | Subclass options, Silent Assassin or Battlefield Executioner, |
4th | +2 | Ability Score Improvement, Poisoner Adept |
5th | +3 | Deadly Strike Upgrade |
6th | +3 | Intense Training Regime Upgrade |
7th | +3 | Gold for Blood/Contract Killer |
8th | +3 | Ability Score Improvement, Extra Attack |
9th | +4 | Subclass Feature, Wiry Acrobat or Charge From the Shadows |
10th | +4 | Additional Poisoner Expert |
11th | +4 | Deadly Strike Upgrade, Intense Training Regimen Upgrade |
12th | +4 | Ability Score Improvement, Warpstone Poisoner |
13th | +5 | Subclass Feature, Infallible Strike or Expert Duelist |
14th | +5 | Predator of Man/Rats “Grace” |
15th | +5 | Rat Fu |
16th | +5 | Ability Score Improvement, Extra Attack |
17th | +6 | Subclass Feature, Locked Room Murderer or Whirl of Weeping Blades |
18th | +6 | Death Master |
19th | +6 | Ability Score Improvement |
20th | +6 | Black 13 |
Chosen Slave[edit]
At 1st level, your strenuous past as a Skaven slave gives you an edge in unarmed combat. You gain proficiency with unarmed strikes and you may deal 1d4 of piercing damage instead of normal damage for your unarmed strikes. Additionally, each time you use the Attack action with your unarmed strike, you may use a bite attack as a bonus action. This bite attack uses your Strength modifier and deals 1d6 plus your Strength modifier. You also suffer a -1 modifier to your Strength score but gain a +2 to your Dexterity score. You also gain Skaven as a language.
Deadly Strike[edit]
At 1st level you gain the ability to make your attacks strike true by positioning yourself, timing your attacks and aiming for weak-points. When you use the Hide action your next attack deals an additional 2d6 damage, and you may use this feature two times per long rest. This damage increases to 3d6 at 5th level, and you gain 1 additional use at 5th level and 11th level.
Intense Training[edit]
At 2nd level your intense training in Clan Eshin as an acolyte has given you improved mobility. You gain a climbing and digging speed of 10ft, and you may perform an Acrobatics test to double this speed for 1 minute or to climb an otherwise unscalable surface. At 6th level your climbing and digging speed increase to 15ft and you may make a Strength test to break through concrete to reach a dirt surface which you can properly dig through. You may also make a Strength check to break a harder surface when you reach the surface.
Gold for Blood/Contract Killer[edit]
At 7th level your extensive experience in human society has now given you the ability to negotiate better prices, mainly for your assassination jobs. You become proficient in your choice of either Persuasion or Deception. You also gain advantage on Deception and Persuasion rolls when negotiating contracts or prices for your bounties and hits.
Poisoner Adept[edit]
At 4th level you acquire poisoner's tools and become proficient with them. You also acquire an Induction blade, a special weapon meant to deliver any toxin into the wounded. By working with your poisoner's tools for 1 hour you may make, and install into the Induction blade, one of 4 poisons, all of which last 1 round, and can only be used by successfully hitting your target with the Induction blade. The Induction blade may only hold 1 poison at a time. These poisons do not take effect if the target succeeds on a save, where the DC is equal to 8 + your half your crafting roll rounded down.
Rat Filth Poison - Causes the Poisoned condition. This poison lasts an additional round if the target fails to perform at least 1 successful roll in a round.
Joint Ruster - Causes the targets move to be halved, and causes the target to have disadvantage on all rolls to perform any action which includes any bigger movement. (For example movement skills and attacking. Small movements like hand signs and speaking are still painful, but not enough to cause disadvantage.)
The Plague - The target takes 1d4 damage every time it performs an action or reaction. If a target takes more than 12 hit points in a single round from this feature, it enters a Plagued condition, which causes the poison to take root in the targets body and its effects last for the rest of the targets life.
Warp-lightning Shock - The target may not make reactions and whenever the target takes an action it must make a Constitution save with a DC equal to the DC to resist the poison. If the save is failed than the target takes 1d6 psychic damage each time it suffers any other damage.
Additional Poisoner Expert[edit]
At 10th level, your expertise in the use of Skaven toxins improves significantly, due to your extensive field research and experience. You may apply any poisons you learn through this class's features on regular weapons as an action, and you learn 4 improved poisons.
Putrid Rat Venom - Causes the Poisoned condition. This poison lasts an additional round if the target fails to perform at least 1 successful role in a round. At the end of each round the target has to succeed on a Constitution save or take 1d10 poison damage.
Tetanus - Causes the targets move to be halved, and causes the target to have disadvantage on all rolls to perform any action which includes any bigger movement. Additionally the target loses one action.
The Virulence - The target takes 1d4 damage every time it performs an action or reaction. If a target takes more than 12 hit points in a single round from this feature, it enters a Plagued condition, which causes the poison to take root in the targets body and its effects last for the rest of the targets life. Additionally, the target automatically fails all Constitution saves.
Warp-thunder Trauma - The target may not make reactions and whenever the target takes an action it must make a Constitution save with a DC equal to the DC to resist the poison. If the save is failed than the target takes 1d6 psychic damage each time it suffers any other damage. Additionally, if the target takes psychic damage when below half health, they momentarily succumb to madness. The target goes prone and is considered blind and deaf.
Warpstone Poisoner[edit]
At 12th level you gain full mastery of poisonmaking. You learn how to imbue your weaponry with one of the foulest poisons known to Ratkind - an extract of Warpstone. Such a weapon becomes extraordinarily fragile, so you may only use it 1d4+1 hits. However, each successful hit causes the target to make a Constitution save and a Wisdom save. If the Constitution save is failed, the target takes 8d6 poison damage, or half if the save is successful. If the Wisdom save is failed the target takes 8d6 psychic damage, or half if the save is successful.
Predator of Man/Rats “Grace”[edit]
At 14th level you may track a quarry regardless of terrain, and you will hunt your targets relentlessly. You are proficient in any rolls made to track, or find the tracks of, a target whose scent you know from their dried blood or recently held items. Additionally you may jump over gaps of 10ft or less without any roll or penalty.
Rat Fu[edit]
At 15th level you master the ancient martial art only passed down onto a few of Clan Eshin's best servants. Your tail is capable of equipping a weapon, and you may attack, change a held item for another one in you vicinity or on your person, or use an item as a Bonus action. You may also use dexterity to grapple instead of Strength.
Death Master[edit]
At 18th level you gain an ability that many assassins would (more than) kill for. You are able to put your body into a form of stasis, allowing you to stay near motion-less for hours at even the most inconvenient spots. You are able to enter a stasis for a period of hours up to your Constitution modifier. During this time you may not be detected by passive Perception . You cannot move but you will not fall as long as at you have at least 3 points of contact with a surface. You may end this state at any time while still being considered hidden to the target.
Black 13[edit]
At level 20 you become a true master assassin, and join an elite assassination force of the Grey Seers - The Black 13. Your visage strikes fear into any who even think of trying to quarrel with you. When you kill a creature you may use a Bonus action to intimidate an enemy that you can see within 60ft. The target must make a DC 20 Wisdom save or become frightened of you permanently. You may use this feature 3 times per long rest.
Ability Score Improvement(ABSI)[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively you may acquire a feat, if you use those rules.
Battlefield Executioner[edit]
Far More melee focused less skills and tricks but more consistent raw DPS A
- <Martial Mastery
> <!-Class feature game rule information->
- <Charge From Shadow>
<!-Class feature game rule information->
- <Expert Duelist>
<!-Class feature game rule information->
- <Whirl of Weeping Blades>
<!-Class feature game rule information->
Silent Assassin[edit]
<Silent Assassin: Silent and Deadly master assassins that the clan is known for not durable but able to slit throats with ease and escape undetected>
- Tricks of the Trade
<!-Class feature game rule information->
- Wiry Acrobat
<!-Class feature game rule information->
- Infallible Strike
<!-Class feature game rule information->
- Locked Room Murderer
<!-Class feature game rule information->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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