Hidden Adept (5e Subclass)

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Hidden Adept[edit]

"The cause of your demise is often the last thing you see. For someone killed by a graduate of this school, that is never the case"
—Ahrman Grimm, Human Hidden Adept, Speech to his pupils

The Hidden Adept melds martial study with rogue-ish skill. Both knowledge and intuition are needed to truly unlock the martial power that resides within. A Hidden Adept uses whatever weapon comes to hand to do their job, not focusing on a single style. In exchange for this combat focus, Hidden Adepts never truly match up to a pure rogue in terms of skill, or to a swordsage's mastery of certain weapons.

Bloodied Blade

At 3rd level, you can use your bonus action granted by your Cunning Action feature to attempt to intimidate a creature. Make a Charisma (Intimidation) check against a creature you can see within 30 feet, contested by its Wisdom (Insight). On a success, the creature is frightened by you until the end of your next turn. Succeeding or failing, the creature is immune to this for 24 hours.

You must be wielding a melee weapon you are proficient with to use this feature.

Assassin's Stance

Starting at 3rd level, you can use your bonus action to assume the assassin stance, lasting for 1 minute. While in this stance, you gain proficiency with all martial melee weapons that lack the heavy or two-handed property, and can use your Dexterity modifier, instead of Strength, for attacks and damage rolls with them.

In addition, you don't need Advantage to benefit from your Sneak Attack damage with melee weapons you are proficient while in this stance.

The stance can be ended as a bonus action. The stance also ends if you are not wielding a weapon you are proficient with, if you are unconscious or incapacitated, or if you are hit by an attack.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
Improved Combat Superiority

At 9th level, your superiority dice turn into d10s.

Sneaky Maneuver

Starting at 13th level, when you cause your Sneak Attack damage, you can choose to reduce the damage dice in 1d6 to apply one maneuver you know, without spending superiority dice. When you do so, your superiority dice is considered to be 1d6 for that maneuver.

Improved Assassin's Stance

At 17th level, while you are in your Assassin's Stance, your Sneak Attack damage increases in + 2d6.

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