Elemental Assassin (5e Subclass)
Elemental Assassin[edit]
Rogue Archetype
Elemental Assassins train for years to become masters of their art, at a Temple of the Elements. There are a few of these dotted around the world, and each has a master, guiding all who pass the Elemental Gauntlet. This is designed to push each prospective entrant to their absolute limit, with physical and mental challenges along the way. Each gauntlet differs, according to the residing master's design.
As an Elemental Assassin, you have dedicated years to studying the ways of the elements and creating ways to enhance your natural abilities. Such training takes a long time to master, and has left you highly attuned to the ways of the natural world. You can use these skills to slightly enhance weapons, buff yourself, protect yourself from a small amount of damage, and heighten awareness or movement speed.
- Primordial Lore
As an elemental assassin, you have learned on how to understand, interact and control the elements. At 3rd level, you learn the spells control flames[1], gust[2], mold earth[3] and shape water[4]. You can cast these spells as a bonus action. Intelligence is your spellcasting ability to cast these spells.
you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
- Energy Strike
Beginning at 3rd level, you know how deliver a elemental energy onto your strikes. Whenever you cause damage with your sneak attack, you can choose to deal elemental damage with the additional sneak attack dice. You can chose the damage from the following: acid, cold, fire, lighting and thunder.
- Jet Stream
At 9th level, you can use your bonus action to shot a burst of air on a surface, allowing you to jump up to a distance equal to your movement speed. In addition, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Elemental Assassin level.
In addition, you can burrow at a cost of half of your movement. You can burrow only through natural rock, dust and earth, being unable to move through constructions, carved stone or earth affected by magic.
- Amorphous Body
At 13th level, you can merge with the elements, changing the state of your body. When you take the Dash action, you can become amorphous until the beginning of your next turn. While amorphous, you can enter a hostile creature's space and stop there. Moreover, you can move through a space as narrow as 1 inch wide without squeezing.
- Elemental Mastery
At 17th Level, you achieve Elemental Mastery, becoming one with the elements. As a bonus action, you can assume the form of an elemental (see air elemental, fire elemental, earth elemental or air elemental statistics), similar to the functioning of the shapechange spell, lasting for 1 minute. During that time, you can cast any of your Elemental Assassin spells without the need of using any components.
When you use your action to use one of the features described in the attack section of the elemental stat-block, you can make an additional weapon attack with your bonus action.
After using this feature, you cannot use it again until you take a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses