The Silent (5e Class)

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The Silent[edit]

A deadly group of hunters and huntresses from the foglands. They specialize in eradicating foes with daggers and poisons. A deadly hunter that takes down foes with numerous cuts and poisons. The Silent is one of four playable characters in Slay the Spire. This cunning hunter weakens it's foes with numerous cuts and poison, while using cheap tricks and agility to avoid their attacks.

Creating a Silent[edit]

When creating your character, ask yourself a few questions: Where is the rest of your clan? When and why did you leave? What was your preferred quarry? These are things you should consider when creating this character.

philip-lesnar-tbrender-008.jpg
Silent by Philip Lesnar
Quick Build

You can make a Silent quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution, then Intelligence. If you are planning on going with the Poisoner Subclass, then it is recommended that Intelligence be your second highest over Constitution. Second, choose the Hermit background. Third, choose daggers, leather armor and 20 darts.

Class Features

As a The Silent you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Silent level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Silent level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Poisoner's kit
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Medicine, Nature, Perception, Survival, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The The Silent

Level Proficiency
Bonus
Features
1st +2 Dagger Expert, Expertise
2nd +2 Dodge and Roll
3rd +2 Silent Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Expertise
7th +3 Silent Archetype Feature
8th +3 Ability Score Improvement
9th +4 Caltrops
10th +4 Prepared
11th +4 Silent Archetype Feature
12th +4 Ability Score Improvement
13th +5 Piercing Wail
14th +5 Improved Dagger Expert
15th +5 Improved Dodge and Roll
16th +5 Ability Score Improvement
17th +6 Silent Archetype Feature
18th +6 Terror
19th +6 Ability Score Improvement
20th +6 Wraith Form

Expertise[edit]

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with the poisoner's kit) to gain this benefit.

Dagger Expert[edit]

You are a savant with a dagger, making uses of it that most would never consider. You gain the following benefits when using daggers:

  • When you are wielding a dagger in each hand and engaged in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use your bonus action to double your proficiency bonus when making a ranged weapon attack with your dagger.
  • Your damage die with a dagger increases to 1d6.

Dodge and Roll[edit]

When you reach 2nd level, you become able to move with great agility. Your can take the Dash or Disengage, action on each of your turns as a bonus action.

In addition, whenever a creature within 5 feet of you misses you with an attack made at disadvantage, you can make an opportunity attack against the creature, if you are wielding a dagger.

Silent Archetype[edit]

When you reach 3rd level, you chose a Silent Archetype. Choose between Poisoner or Dagger Master, both detailed at the end of the class description. Your choice grants you features at 3rd level, and then again at 7th, 11th, and 17th level.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Caltrops[edit]

Beginning at 9th level, whenever you Disengage, you can throw a bag of caltrops in the space previously occupied by you as part of the same action or bonus action used.

In addition, whenever a creature move to an unoccupied space within 10 feet of you, you can use your reaction to throw bellow its fits, on the space the creature just entered. The creature has disadvantage on the saving throw against the caltrops when you use this reaction.

Prepared[edit]

Beginning at 10th level, you may take 1 additional action on the first turn of combat. Once you use this feature, you cannot use it again until you finish a long rest

Improved Dagger Expert[edit]

At 11th level, your proficiency with a dagger has reached levels not thought possible. You may add your Proficiency bonus to the damage rolls of any attack made with a dagger.

Piercing Wail[edit]

Beginning at 13th Level, you can use an action to let out a bone chilling battle-cry that will weaken an enemy's resolve. Each creature you choose within 30 feet of you must make a Wisdom save (this save equals your 8 + proficiency bonus + Charisma). On a failed save the creature is frightened of you, and all melee and spell attacks made by that creature are made at disadvantage until the start of your next turn.

Improved Dodge and Roll[edit]

At 15th level, your agility increases even further. You can take the Dodge action as a bonus action.

Terror[edit]

Beginning at 18th level, your shear presence can terrify foes. As a bonus action, you can choose a creature that you can see within 60 feet, and make an Charisma (Intimidation) check against their Wisdom (Insight). On a success, the target is frightened of you for 1 minute, and you cause additional 1d6 psychic damage against it with your attacks made with daggers.

Once you use this feature, you cannot do so again until you finish a long rest

Wraith Form[edit]

At 20th Level, your body gains the ability to become intangible, as if you were a wraith in the mist. Once per day, you can spend an action to make your body intangible for 1 minute. While in this form, all attacks have disadvantage to hit you, and damage you take is reduced to 1.

After this ability ends, gain one point of exhaustion due to the strain put on your body to allow such a phenomenon.

Dagger Master[edit]

Your study of the dagger has paid off, and now you have the knowledge and skill to utilize it to it's fullest potential. This class is all about using a lot of daggers, in a lot of different ways.

Infinite Blades

Also at 3rd level, You seem to have an infinite supply of daggers, that always appear on your hand from seemingly nowhere. Whenever you take the Attack action, you can conjure a dagger from your free hand and make the attack with that dagger. The dagger disappear immediately after it hits or misses its target.

Flurry of Daggers

At 3rd level, you gain a special bonus action that can be used to make two attacks with a dagger. You can use this bonus action a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

In addition, you can spend one use of your Flurry of Daggers to cast catapult (targeting a dagger and dealing piercing damage instead of bludgeoning); two uses to cast cloud of daggers; three uses to cast conjure barrage; and five uses to cast conjure volley.

The saving throw DC against your Flurry of Daggers spells is 8 + your proficiency bonus + your Dexterity modifier.

Accuracy

At 7th level, your precision with a dagger increases significantly. You score critical hits on a roll of 19 or 20 on attacks with daggers.

In addition, whenever you roll a 1's on damage die when dealing damage with a dagger, you can reroll the die. You must use the new result.

Dagger Spray

Beginning at 14th level, you gain the ability to send a flurry of daggers at a 15-foot cone or a 30-foot by 5-foot line in front of you as an Action. Creatures inside must a make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), take 4d6 slashing damage on a failed save. At 17th level, the damage increases to 6d6.

Storm of Steel

At 17th level, you can rain down daggers on your enemies. As an action, you can choose a point you can see within 120 feet. All creatures in 30-foot radius from the chosen point must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), or take your 4d6 + your Dexterity modifier piercing damage.

Poisoner[edit]

This subclass of the silent uses unique poisons that will do consistent damage on many foes. Proper management of these unique mechanics can result in incredible damage.

Deadly Poison

Beginning at 3rd level, you learn to make poisons that, when applied to foes, will eat away at them from the inside. You gain the use of Poison Stacks. At the beginning of a creatures turn, they take poison damage equal to the number of Poison Stacks they have, then they lose 1 stack. A creature can't have more stacks than 2 x your Silent level.

If an ability requires the creature to make a save, they do so against your Poison Save DC, which is 8 + your proficiency bonus + your intelligence modifier.

You gain the following abilities:

Poisoned Stab. As an action, you can make an attack with your dagger. On a hit you cause the dagger normal effects, in addition to inflicting the target with 4 Poison Stacks.
Crippling Cloud. As an action, you can throw a bottle of your poison at the ground within 30 feet of you, causing a cloud of poisonous gas to appear in a 10-foot radius around that point. Each creature within that radius must make a Constitution save against your Poison Save DC, or gain 4 poison stacks and become poisoned until the end of your next turn.
Inoculation. When you finish a long rest, you may choose any number of willing creatures to grant immunity to your poisons. These creatures can't gain poison stacks for 24 hours. A creature who receives this benefit for 30 consecutive days cannot gain poison stacks.
Envenom

At 7th level, you learn to more efficiently coat your weapons in your specialized poisons. As a bonus action, you may coat your blades in your poison for 1 minute. Whenever you deal damage with a weapon that is coated in your poison, that creature gains 1 Poison Stack.

You may use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest

Complex Poisons

Beginning at 7th level, your poisons become so complex that resistances will not affect it. Damage dealt by your poison stacks will ignore resistance to poison damage, and treat immunity as resistance.

Noxious Fumes

At 14th level, using your action, you can emit your poison in a gas form, targeting a 15-foot radius around you, lasting for 1 minute. At the beginning of your turn, any creature within 15 feet of you gains 3 Poison Stacks. Once you use this feature, you cannot use it again until you finish a long rest.

Catalyst

At 17th level, you learn to intensify the potency of the poison on a single target. As an action, you can choose one creature within 60 feet of you that you can see. That creature must make a Constitution saving throw, tripling their current poison stacks on a failed save, and doubling the stacks on a successful one.

Once you use this feature, you cannot use it again until you finish a long rest

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Silent class, you must meet these prerequisites: Dexterity 13, Intelligence 13.

Proficiencies. When you multiclass into the Silent class, you gain the following proficiencies: Light armor, simple weapons and the poisoner's kit.

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