Masked Assassin, Variant (5e Class)
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Masked Assassin Variant[edit]
Disclaimer[edit]
I do NOT own anything in this class except for the modifications that I have made, this is simply a more balanced class than
Ones with the dark[edit]
Masked Assassins are entities devoted to the dark arts and bound to a mask, wielding the bow and knife they are dangerous foes capable of inducing fear to the most seasoned of adversaries. Most of them create a symbiotic relationship with The Entities, A group of unknown eldritch creatures that live in a Realm that only they and their envoys can access.
- Stay your blade from the flesh of an innocent, Hide in plain sight , Never compromise the Brotherhood
- Nothing is True, Everything is Permitted
Masked Assassins sometimes misinterpret the Maxim that guides them and will break one or more of the tenets because of it. Such disobedience is punishable by death, with some cases only permitting demotion or expulsion due to ignorance rather than abuse of the Maxim.
- Quick Build
You can make an Assassin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background.
Class Features
As a Masked Assassin you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Masked Assassin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Masked Assassin level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Martial Weapons, Simple Weapons, and Improvised Weapons
Tools: Disguise kit & Thieves’ Tools
Saving Throws: Dexterity and Wisdom
Skills: Stealth and choose 2 from Athletics, Animal Handling, Acrobatics, Deception, Insight, Investigation, Nature, Perception, Performance, Persuasion, Slight of Hand, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Hidden Blade or (b) Longsword or Rapier or (c) Scimitar
- (a) Shortsword or 4 Daggers or (b) 4 Throwing knifes or Hand Crossbow (10 Bolts)
- Burglar's Pack
- If you are using starting wealth, you have 2d4x10gp and see PHB p. 145 for further options. in funds.
They Demand Sacrifice[edit]
At 1st level the entities will mark some creature as their Desire, this can happen at the DMs discretion but its guaranteed to mark at least one nearby creature at a short rest. The desire may be anything with a higher level of sentience, like a burglar, guard or even citizen. You can see a line of energy going from you to the Desire's approximate location, you cannot see who the desire is unless you have direct vision of them, if you look at them you will notice a glowing aura around the target. When the Desire's Hit Points hit 0 it will not instantly die, it will silently hover over where it died with at waist height, its limbs dangling towards the ground. You may stab a Bound Knife into its chest, where a liquid will pour out of the wound, forming a small ritual circle on the ground that forms a portal, from this portal tentacles or chains will pull it into the abyss, completing the Hunt and satisfying the entities.
- After a successful sacrifice the Entities will grant you a reward that can be
- Coins or any other item with monetary value.
- A small amount of useful adventuring items such as food, water, matches or incense.
- Help or Information for questions they feel are worthy of their time.
- Other things the DM finds interesting to give.
Death Marked[edit]
You place your mark on a creature that you can see within range, you (And allies you trust) see the mark as tentacles or chains lightly grabbing at its feet and trying to pull them in. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack. You always know the approximate whereabouts of the mark.
- If the target drops to 0 hit points, you can use a bonus action on a subsequent turn of yours to curse a new creature.
- If a target escapes you can choose to leave a permanent mark upon him, you can only have a number of permanent marks equals to half of your Proficiency Bonus
- If you are engaging a Desire you mark them as a free action.
Stylish Villain[edit]
You forgo normal forms of protection, instead relying on your swiftness and cunning to get you out of bad situations. At first level, when wearing no armor and not using a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.
Mark of Punishment[edit]
At 1st level, you can be exceeding violent towards the ones you deem guilty of violating your strict moral code. When a hostile creature causes damage to an ally or to an unarmed and otherwise harmless creature, you can mark that creature if you are able to see the creature, using your reaction.
Hidden Blade[edit]
Starting at 1st level, If you are hidden from your enemies, you may use your Hidden Blade as a bonus weapon attack. If you are using it in the middle of combat, your attacks are reduced, equal to half your proficiency bonus(rounded up), unless you are in the flanking position behind an enemy with a friendly creature directly opposite or you are successfully hidden from the creature you are targeting. If you drop an enemy to 0hp, you can make another attack as a bonus action. The Hidden Blade deals a d6 piercing damage and has the following properties: light, finesse and special.
In addition, you can only be proficient and operate one Hidden Blade at a time until 10th level to be able to proficiently dual-wield two Hidden Blades at the same time.
Sneak Attack[edit]
Starting at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the Attack roll.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Assassin table.
Dagger Expert[edit]
The dagger is the optimal weapon for an assassin and thus the best weapon for your hands. When engaged in two-weapon fighting with daggers, you can add your ability modifier to the damage of the bonus action attack. At 1st level, when you throw a dagger to make an attack roll you can ignore long range penalties to the attack. Additionally you learn to use a dagger even more perfectly. You can add an additional d4 to your damage rolls with daggers. This amount increases as you take levels in this class as follows, 2d4 at 5th level, 3d4 at 7th level, 4d4 at 9th level, 5d4 at 11th level, 6d4 at 13th level, and so on and so forth.
Eagle Vision[edit]
Starting at 2st level, you have mastered the technique of Eagle Vision, a very distinguished assassin skill that allows you to determine friend from foe. You can use a bonus action to activate this enhanced visual skill for one minute. While Eagle Vision is active, creatures and objects that you can see are covered in a color of light that corresponds with their personal relationship towards you, regardless of any attempts a creature makes to deceive you. Creatures that are covered in a red hue are creatures that are hostile towards you or creatures that you've targeted for assassination, blue-hued creatures are creatures that are friendly towards you, and objects covered in a golden hue are objects that are of interest to you. Additionally, you can always see a creature that you've targeted for assassination with this feature, even if they enter a building or use magic to conceal their location. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses of this feature after taking a long rest.
Freerunning[edit]
At 2nd level, your speed increases by 5 feet while you are not encumbered or wearing heavy armor. This bonus increases when you reach certain Assassin levels, as shown in the Assassin table. Also, your jump distance is doubled, climbing speed is equal to your movement speed, and Athletics check made to run, jump, slide, climb, swing or otherwise move athletically you can make any Strength (Athletics) check as a Dexterity (Acrobatics) check and vise versa.
Infiltrator's Invisibility[edit]
At 2nd level, you have learned simple magic to assist you in endeavors of stealth and secrecy. Choose a mundane trinket, like a watch or a necklace. While the trinket is on your person, you can use your action to cast the Invisibility spell on yourself as a 2nd level spell, using Wisdom as your spellcasting ability. Once you do so, you can't do so again until you finish a long rest.
Leap of Faith[edit]
Starting at 3rd level, you have learned how to leap from any height, soaring like an eagle and landing unharmed. if you are currently standing on top of a platform or the edge of a cliff, you can use an action to make a leap of faith. If there is some sort of cushioning material on the ground that you could land on, such as a pile of hay, a large pool of water, or a sack filled with produce, you land without taking any falling damage. Alternatively, if there is a creature that is either the same size as you or larger that you could land on, you can choose to land on top of the creature, you and that targeted creature both take equal to half the falling damage. You can only perform a leap of faith if the distance between your current location and the ground is 200 feet or less.
Assassin Archetype[edit]
At 3rd Level, you chose a Archetype that decides what sort of Assassin you will emulate. Choose between the The Warrior Archetype, The Hunter Archetype, and The Negotiator Archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th level.
Viewpoint[edit]
Starting at 3th level, a special form of a Perception check. Doing so enhances your field of view out to a mile revealing potential friends, foes, civilians and targets. Using this feature at height may reveal points of interest and general layout of terrain. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Targeted Attack[edit]
At 4th level you learn to strike subtle weak points of your enemies when you strike them. Once per turn when you hit with an attack you can make it a targeted attack. If a Targeted Attack requires a saving throw the DC equals 8 + your proficiency bonus + your Wisdom modifier. You can only use each Targeted Attack once during each encounter.
- Arm Strike
You target a creature's arm or appendage to throw off their attacks. The target must make a Constitution Saving Throw, at disadvantage if they are holding a weapon. On a failure the target has disadvantage on all attacks it makes before the end of its next turn and takes an additional 3d6 of damage. On a success they only take the additional damage. Arm Strike's damage increases by 2d6 at 5th level (2d6), 10th level (4d6), and 15th level (8d6).
- Eye Strike
You target a creature's eyes, blinding them temporarily. The target must make a Dexterity Saving Throw, at advantage if they have more than 2 eyes or see without their eyes. On a failure the target is blinded until the end of your next turn and takes an additional 2d8 of damage. On a success they are not blinded. Eye Strike's damage increases to 3d8 at 5th level (4d8), 10th level (5d8), and 15th level (6d8).
- Leg Strike
You target a creature's leg or other part of their body they use to move. The target must make a Strength Saving Throw, at advantage if they have multiple different types of speed. On a failure the target's speed is reduced by a number of ft. equal to your proficiency bonus x5 and they take an additional 2d6 damage. On a success they do not have their movement speed reduced. Leg Strike's damage increases to 3d6 at 5th level (2d6), 10th level (4d6), and 15th level (5d6).
- Lethal Strike
You target a creature with everything you have to deal the most damage possible. The Target must make a Dexterity Saving Throw, at advantage if their size is smaller than yours. On a failure you double your damage dice for the attack, however on a success your attack deals no damage.
- Torso Strike
You target the largest part of almost every creature's body, their torso. The target must make a Constitution Saving Throw. On a failure they have disadvantage on the next Saving Throw they make and they take an additional 1d8 damage. On a success they do not take the additional damage.
Keen Blow[edit]
At 4th level, whenever you make an attack with a light, finesse or ranged weapon, you score a critical hit on a roll of 19-20 on the d20, at 9th level you score a critical hit on a roll of 18-20 on the d20, and at 15th level you score a critical hit on a roll of 17-20 on the d20
Ability Score Improvement[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.
Expertise[edit]
Starting at 5th level, choose three of your skill proficiencies, or two of your skill proficiencies and your proficiency with thieves' tools. You gain expertise in the skill(s) you've chosen, and with thieves tools in the case you picked one and tools.
Interrogation Tactics[edit]
At 5th level, you gain the ability to interrogate a creature. You can spend 10 minutes talking to a creature to break it and cause it to open up to your questions. The creature must be restrained for the duration:
During this part of interrogation, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. You also gather the surface thoughts of that creature, as if you had cast detect thoughts on that creature. After this 10 minutes, you can spend 1 hour to use advanced tactics of interrogation, such as manipulation or torture. If you choose manipulation, you must succeed on a Charisma (Deception), (Persuasion) or (Intimidation) contested by the target's Wisdom (Insight). If you choose torture, the target must succeed on a Constitution saving throw against a DC equal to half the damage caused by you. The damage caused during a torture is cumulative, so, if you have caused 30 points of damage over 10 rounds, the DC is still 15. The DC only resets if the creature recover hit points during a short or a long rest. Intimidation during torture is more effective. You gain a bonus of +1 on Charisma (Intimidation) checks for each 15 points of damage caused on the victim. The maximum bonus is up to your charisma modifier. If the target has three consecutive successes, this feature don't works on that creature for the next 24 hours. On a success, trough either manipulation or torture, you break the target. The target can't speak a deliberate lie for 1 hour, and will immediately answer all questions asked directly if it knows the answer truthfully for the next 10 minutes.
Counter Attack[edit]
Starting at 5th level, one of the most useful techniques an Assassin can have is the Counter Attack. In a split second you can turn the tide against your enemies and gain the upper hand on most combat encounters. Using your reaction, you can attempt to dodge the enemies attack in a controlled manner and smoothly transition into your own specialized Attack of Opportunity. Successfully rolling an acrobatics check against the enemies attack roll, grants you the opportunity to strike back in the same reaction. If your Hidden Blade is equipped and is the weapon you plan to use for the Counter Attack, your acrobatics check is rolled with disadvantage.
At 14th level, your Hidden Blade is no longer the hindrance in combat it once was. Your ability to read the flow of combat has enabled you to use your Hidden Blade in the heat of the battle. Your Counter Attacks with it are no longer at disadvantage.
Debilitating Blows[edit]
Starting at 5th level, your attacks are able to strike through slashing, piercing and bludgeoning resistances. If enemies have immunity, turn it to resistance.
Dagger Attack[edit]
When you take the attack action with a dagger you may choose to attack again. (Extra attack for daggers)
Killing Surge[edit]
Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it three times before a rest, but only once on the same turn.
Air Assassinations[edit]
Now, starting at 6th level, when you choose to use Leap of Faith on a living creature, it must make a Strength saving throw, if it fails, it takes all the fall damage you would take, and your Leap of Faith's range increases to 300 feet you can use this feature a number of times equals to your Dexterity modifier. In addition, if the singular target drops to zero by this feature, you'll gain an additional Action and Bonus Action before initiative is rolled in combat and before any other creatures may react. You can use this part of the feature once per long rest
Evasion[edit]
Starting at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can use this feature an amount of times equal to proficiency bonus.
Grab Ledge[edit]
Starting at 7th level, If you are falling and attempt a Dexterity Save to catch yourself on a ledge or the like and fail, you can reattempt the roll and take the new result. This feature also cancel the fall damage you would take. Can only be used once per short rest or long rest.
Assassin Mode[edit]
At 9th level, you can transform yourself in a true assassin, as a bonus action you can push your limits to manifest the true power of Dead, a black aura starts to apear around you, a pair of black wings apear in your back and a mask is formed in your face. For 2 minutes, your AC and DC are rised ny 2 Dexterity stats and your Wisdom stats are rised by 4 (+2 modifier), when in this mode you have fall damage resistence, and gain a fly speed equal to your movemente speed times 3. You can also use this skill as a free action when you get to 1/4 of your life, recovering half of it, but doing this will make you go berserker. When the duration ends, you will pass out from exhaustion. You can use this skill once per 5 days.
Skill Mastery[edit]
At 10th level, you have gotten mastered the use of your favored skills, going even beyond calling them an art form, choice three other skills to get expertise. And, when using a skill you have Expertise in, you treat rolls lower than a 10 as a 10.
Double Assassination[edit]
As an action while stealthed and behind two creatures, you may attempt to assassinate both. Roll to hit an individual attack on each and if both hit they deal your hidden blade damage multiplied by two.
Execution Chain[edit]
Starting at 14th level, you've mastered the arts of the Hidden Blade and can swiftly strike down multiple enemies in mere seconds. Every time you drop a creature to 0 Hit Points with your Hidden Blade, you may strike another creature within 5 feet of the initial target with the Hidden Blade. You can use this feature a number of times equal to your proficiency bonus per long rest.
Deadly Strikes[edit]
Starting at 15th level, once per turn you may make another attack without using dagger attack when you hit a critical.
Encouragement[edit]
At 15th level, you can use your action, unless stated otherwise to give encouragement to your allies. Aiding them in battle. You may issue words of encouragement prof per long rest.
- Guidance
Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may encourage them, allowing to immediately make another attack against the creature adding your Wisdom modifier to the damage roll.
- Rally
Your presence inspires those around you. As an action, you can speak out words of encouragement to all allied creatures within 60ft. They gain temporary hit points equal to your Assassin level + Wisdom modifier.
- Scream of Faith
Your encouragement knows no bounds. As an action, you can yell to charge your foes, giving all allied creatures within 60 feet of you advantage on attack rolls for 3 rounds.
- Intimidation Tactics
Your look of intimidation can intimidate even the coldest foes. Have an opponent roll a wisdom saving throw, with a DC equal to 8 + wisdom modifier + proficiency. On a failure the creature is frightened for 1 minute. Your range for this ability is 45 ft.
Right Behind You[edit]
You know how to exploit human physiology, when you attack a humanoid creature from behind, it takes extra bleed damage equal to your level in d2 dice.
Killer[edit]
At 16th level you become a killing machine, now when you deal critical damage, the target is stunned until the end of your next turn.
Greater Infiltrator's Invisibility[edit]
At level 18th, you have been using your infiltration magic so often, you've gained an improved control over it. You can now cast Greater Invisibility using your trinket as a focus, though the duration is Concentration up to a number of rounds equal to your class level.
Guild Leader[edit]
Starting at 19th level, You become the Leader of your own guild and potentially in Line to become the Grand Mentor. You have reached the pinnacle of your wisdom and leadership. All Assassin's under your command follow your orders and all the resources of the guild are at your disposal. Commands from your Direct Commands feature can be used as a bonus action instead.
Master Assassin[edit]
At 20th level, you have honed your abilities to such a level that you can dodge and disappear in the blink of an eye. Your Wisdom and Dexterity modifiers increase by +2 to a maximum of 22. In addition, when you roll a natural 1 on any Dexterity check, you can instead treat it as a natural 20. You can do this a number of times equal to your Dexterity modifier halved. You regain all uses after 3 days.
ARCHETYPES MASKED ASSASSIN
Vigilante[edit]
The Vigilante bears many similarities with the dark cowl in terms of the reason why they fight crime, but reaching different conclusions. While the dark cowl usually have a great struggle inside themselves, avoiding certain acts, such as torture or murder to combat evil, Vigilantes embrace those acts, and more often than not become as vile as the criminals they wish to detain.
- Vigilante Abilities
Starting at 3rd level, you have a single goal on your mind: execute wrongdoers. You learn the following abilities:
- Hampering Strike. When you hit a creature marked by the mark of punishment with an attack, the creature must succeed on a Constitution saving throw, or its movement speed is halved.
- Merciless Strike. When you hit a creature marked with the mark of punishment with an attack in which you had advantage, the creature must succeed on a Constitution saving throw, or the attack is a critical.
- Brutal Aggression. When you hit a creature marked with the mark of punishment with an attack, the creature must succeed on a Constitution saving throw, or suffer 1 level of exhaustion temporarily, this lasts until the end of your next turn.
- Ripper
At 5th level you intend to execute your targets with just one attack. On a critical hit the damage die goes up by one.
- Deadly Strike
At 9th level, you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.
- Instinct Killer
At 9th level, your attacks are now full filled with style, you can add your Wisdom modifier to your weapon damage.
- Rampage
At 13th level, once per turn when you take the Attack action and miss a creature with an attack, you can repeat the attack against a different target within 10 feet of the original target, if it is within your reach or range, without using an action.
- Killing Blow
At 17th level, when you attack and hit a creature marked with your mark of punishment, you can force that creature to make a Constitution saving throw against your punishment save DC. On a failed save, the target takes an addition 8d8 points of damage.
Once you use this ability, you can't use it again until you finish a short or long rest.
Marauder[edit]
Some Masked Assassins prefer more direct combat, a glorious and fast kill being dealt as a trophy for the Entities.
- Show What They Are Up Against
At 3rd level, Your marked target has its healing and Temporary Hit Points gain reduced by half.
- Block Their Escape
At 6th level, As an action you may use the tentacles/chains of the Entities to hold a creature in place, the creature makes a strength saving throw with a DC equal to 8 + wisdom modifier + proficiency bonus. On a failed save the creatures movement speed is reduced by half.
This skill has uses equal to your Wisdom modifier, All uses are replenished after a short rest.
- And Sever Their Heads
At 12th level, As an action you may teleport behind any creature with its movement impaired and strike them with your knife dealing 3d10 Force Damage, you must roll to hit.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Masked Assassin class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Masked Assassin class, you gain the following proficiencies: Light armor, simple weapons.
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