User:Quincy/Demonic Assassin, Variant
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Demonic Assassin[edit]
Quick Build You can make a demonic assassin quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the fourth wall breaker or criminal background.
Class Features
As a Demonic Assassin you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Demonic Assassin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Demonic Assassin level after 1st
- Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, ranged weapons, shortswords, longswords, rapiers, scimitars, all types of scythes
Tools: none
Saving Throws: dexterity, intelligence
Skills: choose four from acrobatics, deception, insight, investigation, perception, sleight of hand, stealth, survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any three martial melee weapons or (b) Any two martial weapons, any two simple weapons
- (a) Studded leather armor, 2 daggers, 3 vials of poison or (b) Breastplate, shield
- (a) Two hand crossbows and 60 bolts or (b) A long bow and 20 arrows
- Deranged scythe
Level | Proficiency Bonus |
Features | Lethal Critical |
---|---|---|---|
1st | +2 | Lethal critical | 15 |
2nd | +2 | Dual Wielding, fighting style | 15 |
3rd | +2 | Counter | 14 |
4th | +2 | Ability Score Improvement | 13 |
5th | +3 | Overlord Slayer | 13 |
6th | +3 | Demonic Mount | 13 |
7th | +3 | Blazing Arrow | 13 |
8th | +3 | Ability Score Improvement, Devilish Fortify | 12 |
9th | +4 | Armor Master | 12 |
10th | +4 | Ultimate Mimicry | 12 |
11th | +4 | Vicious Blade | 11 |
12th | +4 | Ability Score Improvement | 11 |
13th | +5 | Summon Armory | 10 |
14th | +5 | Increase Expertise | 10 |
15th | +5 | Sanic Speed | 10 |
16th | +5 | Ability Score Improvement | 10 |
17th | +6 | Poison Crafter | 9 |
18th | +6 | Use Surroundings | 9 |
19th | +6 | Ability Score Improvement, Improved Increase | 9 |
20th | +6 | Wingding Storm | 8 |
Lethal Critical[edit]
If you hit a critical on any weapon, roll a d20. Add no modifiers. If you reach or succeed the number shown on the demonic assassin table, the creature dies.
Dual Wielding[edit]
Starting at second level, you can wield any two weapons at once, as long as neither of them have the heavy or two handed property
Fighting Style[edit]
At second level, you can choose an adopted fighting style.
Sneakybeaky[edit]
When you surprise an enemy, you deal an extra 1d8 damage. This increases to 2d8 at level 8, 3d8 at level 14, and 5d8 at level 20.
Crowd Control[edit]
When fighting more than 4 enemies at once, you can attack three of them within 10 feet. At level 9, you get an extra 5d6 to all the enemies, at level 16, you have advantage on all the attack rolls, and at level 19, you deal an extra 3d10 on top of the 5d6 to all the enemies.
Manic Blades[edit]
Two times every long rest, you can force an enemy to take a DC15 constitution saving throw. If they fail, they are incapacitated for 5 turns and take 3d10 poison damage every turn. If they succeed, they escape this effect. Before they take the damage, they must make a DC18 constitution saving throw. If they fail, they take normal damage. If they succeed, they take no damage that turn. You can use this three times per long rest at level 10 and 5 times per long rest at level 20. This deals 3d12 poison damage at level 8 and 5d12 poison damage at level 15. While incapacitated, they can only ce hurt by the incapacitation damage and you. Nothing can get advantage on the saving throw, and this deals double damage to celestials and fiend.
Dual strike[edit]
You can add your ability modifier when attacking with a second weapon. Your second attack deals an extra 1d8. At level 10, you can make a third attack with your second weapon.
Counter[edit]
As a reaction, before your opponent rolls, you can choose to make a DC 12 dexterity check. If you succeed, you take no damage, and your opponent takes all the damage they would have dealt, plus 1d12 slashing damage. If you fail, you take an extra 1d8 damage of the same type as the damage you already took. You can only counter melee attacks.
Ability Score Increase[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.
Overlord Slayer[edit]
You were taught mainly to kill demons and gods. When attacking a fiend or celestial, you get +5 to hit, and if you get 20 or over after adding this five, even if you don’t get a twenty naturally, you get a critical. You also have advantage on the lethal critical roll.
Demonic Mount[edit]
You can summon an animal of your choice that you can ride, but the animal can only be felt by you, and only ridden by you, and therefore can’t be attacked. If someone other than you tries to touch or attack it with a melee hit, they take 3d10 fire damage. This mount has 25 hit points, and can only be hurt by spells. You can summon and dissipate the mount at will. If the mount dies, you take 2d8 psychic damage, and you have to take one long rest before you summon it again.
Blazing Arrows[edit]
Three times every long rest, you may use an action to enchant an arrow or bolt to have it deal an extra 2d8 fire damage when shot. If a creature would have resistance to a normal arrow, and they don’t have resistance or immunity to fire, they take normal damage from the arrow.
Devilish Fortify[edit]
You get 5 more points to spend on abilities when you reach level 8.
Armor Master[edit]
Medium armor can’t cause you disadvantage on stealth checks, and the capacity for adding dexterity with medium armor is now 3. When wearing light armor, you gain +2 to AC.
Extra Attacks[edit]
At levels 10 you can attack 3 times per turn each as a extra action
Vicious Blade[edit]
At level 11, you may choose any weapon (or two, if both the weapons are light and one handed) and fill them with demonic energy. The ritual takes the weapon that will be enchanted, 1 hour, a demonic symbol drawn on the ground with chalk in a room lit only by candles, and 6 shards of obsidian worth 75 gp or more (total). You may then summon the energy into your blade. From now on, that weapon deals an extra 2d8 (if you enchanted two weapons, they each deal 1d8 extra) damage of either poison, fire, lightning, or necrotic. If you are separated from your blade, you can summon it to you as a bonus action. The weapon you enchant must deal either piercing or slashing damage.
Summon Armory[edit]
At 13th level, you have a personal armory that you can store weapons, armor, and tools in, and you can warp to freely. You can teleport there whenever you want, and back to where you were before you entered your armory, but you can’t teleport there while in battle.The only way you can get into your armory is by warping. You can invite people to warp with you, and you can teleport them out at will.
Physical Might[edit]
At 14th level, you can increase dexterity, intelligence, and one other ability of your choice to 30. You get 8 points to spend on dexterity, intelligence, and the other ability of your choice right now.
Sanic Speed[edit]
Your speed increases by 50 feet and your initiative increase by +4. You can also attack twice per turn.
Poison Crafter[edit]
When you’re mixing herbs to make poison, you make it twice as fast, twice as deadly, and using ½ the ingredients.
Improved Increase[edit]
At level 19, you can choose any ability to increase by 3
Wingdings Storm[edit]
At level 20, you can create a storm of wingdings twice per long rest that damages all opponents within a 15 square foot area of your choice that you can see. They must make a constitution saving throw. If they fail, they take 3d8 fire damage, 3d8 lightning damage, 3d8 cold damage, 3d8 piercing damage, and 6d8 wingding damage (nothing is vulnerable, resistant, or immune to wingding damage). This attack deals an extra 3d8 radiant damage to fiends and an extra 3d8 necrotic damage to celestials. If they succeed on the saving throw, they take half damage. No matter what, taking less damage if they succeed or fail the saving throw doesn’t apply to this feature.