Viz-Jaq'taar Assassin (5e Class)

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Viz-Jaq'taar Assassin[edit]

"Keep your enemies close, and your blades closer." — Viz-Jaq'taar saying


The Viz-Jaq'taar, otherwise known as the "Order of the Mage Slayers" or simply "Assassins," are a secretive order whose task is to weed out demonic corruption from the Mage Clans. The Order's code is based on passages from Lam Esen's Tome
The Order has its origins in the Mage Clan Wars. In the aftermath of the conflict, the Vizjerei foreswore the use of demonic magic. To this end, the Viz-jaq'taar were created, a secret order whose sole goal was to police the Mage Clans. The Order remains veiled in secrecy, and few people, even among the Mage Clans, know of its existence. However, the mere rumor of their existence has been enough to prevent many mages from falling into temptation.
The Vizjerei Mage Clan, otherwise known as the Brotherhood of the Vizjerei or the Spirit Clan, is one of the eldest and most dominant of the Mage Clans. Their ranks are composed of Sorcerers and Mages.
Vizjerei are known for their brightly colored "turinash" (spirit robes), which grant them protection from spells and demonic creatures. They focus on the use of Elemental Magic. Whereas they were once based around the summoning of demons, they now take great interest in seeing that demons are slain. A Vizjerei neonate knows only the simplest of spells to start, but can expect to rapidly grow in power as he/she discovers new incantations. The Vizjerei discovered ways to use a simple wooden Staff as a container for focused magical energy. The process of creating a spell staff is very time consuming, but even an apprentice Vizjerei can recharge a staff by channeling magical energy into it.
The symbol of the clan is a dragon bent over a crescent moon. They are currently based in the Yshari Sanctum, but maintain(ed) a number of outlying schools for the study of Magic.

Members of the clan are sometimes called "spirit mages," though this is a term used only by the Mage Clans and demons.

"Each cut should be clean, both in execution and in spirit." - Arts of the Viz-Jaq'taar (excerpt)

Knowing that the Order might be itself corrupted if exposed to magic, the Vizjerei deemed that the Assassins would have to possess the purest, most focused minds, that they should draw their power from within, not without. As such, the Order does not employ magic directly. Rather, Assassins use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they hone the natural martial abilities of their bodies, both physical and mental/psychic. They train extensively in the use of a specialized type of weapon—special blades that are attached to their wrists, which are used in conjunction with their style of martial arts. Additionally, Assassins are masters of infiltration, using a variety of shadow disciplines.

The martial arts techniques used by Assassins fall into two groups. The first type are charge-up moves, attacks that add a "charge" for each successful attack done within a short period of time. The second type is the finishing move, which follows charge-up strikes, adding a charge of its own.

Viz-Jaq'taar Assassin's in the Game[edit]

Viz-Jaq'taar Assassins... well, hunt spellcasters. An NPC Viz-Jaq'taar Assassin may be distrustful toward the party spellcasters at best and hostile at worst. Viz-Jaq'taar Assassins do not hate all spellcasters; they are in fact trained in mage Vizjerei clan (guild) to hunt down dissidents and keep order in the world of magic. In fact, the intentions don't make a Viz-Jaq'taar Assassin, they just all share the same training.

Viz-Jaq'taar Assassins in the World[edit]

Yeah, I killed archmagi Zearusu the Great. No big deal after I disabled his ability to cast spells.
—Zotha, Viz-Jaq'taar Assassin

Viz-Jaq'taar Assassin's are hated by spellcasters... for obvious reason. Otherwise they are no different from the standard adventurer.

Viz-Jaq'taar Assassin[edit]

"A member of an ancient Viz-Jaq'taar order founded to hunt down mages gone corrupted, the Assassin is a martial arts expert who uses deadly traps and shadow disciplines to vanquish evil." - Class description

Assassins are highly adept at lock picking, allowing them to open locked chests without the need for keys (or disarming traps) used by other classes, freeing up precious space in the Assassin’s inventory for other items.

Class Features

As a Assassin you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light only or Unarmored
Weapons: Simple weapons, claw weapons, short swords, Monk weapons and Martial weapons.
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Religion, Sleight of Hand and Stealth

Equipment

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

Table: The Assassin

Level Proficiency
Bonus
Features
1st +2 Martial Arts, Psionic Points, Shadow Discipline, Blade Mastery: Katar
2nd +2 Martial Art Skill
3rd +2 Martial Art Skill, Shadow Discipline
4th +2 Ability Score Improvement, martial manuever
5th +3 extra attack, katar mastery imp.
6th +3 Martial Art Skill, Shadow Discipline
7th +3
8th +3 Ability Score Improvement, martial manuever
9th +4 Martial Art Skill, Shadow Discipline
10th +4
11th +4 extra attack, katar mastery imp.
12th +4 Ability Score Improvement, Martial Art Skill, Shadow Discipline
13th +5
14th +5
15th +5 Martial Art Skill, Shadow Discipline,
16th +5 Ability Score Improvement, martial manuever
17th +6
18th +6 Martial Art Skill, Shadow Discipline
19th +6 Ability Score Improvement
20th +6 extra attack, katar mastery imp.
Class Feature Progression
Classfeatures Martial Arts M.A. Damage   Shadow Disciplines   Psi Points Speed
Level 1 Dragon Talon 1d4 Psychic Hammer 2
Level 2 Weapon Block 1d4 4
Level 3 Dragon Claw 1d4 Burst of Speed 6 10 Ft.
Level 4 1d4 8 10 ft.
Level 5 1d6 10 10 ft.
Level 6 Blade Shield 1d6 Cloak of Shadows 12 15 ft.
Level 7 1d6 14 15 ft.
Level 8 1d6 16 15 ft.
Level 9 Dragon's Tail 1d6 Fade 18 15 ft.
Level 10 1d6 20 20 ft.
Level 11 1d8 22 20 ft.
Level 12 Dragon's Flight 1d8 Shadow Warrior 24 20 ft.
Level 13 1d8 26 20 ft.
Level 14 1d8 28 25 ft.
Level 15 1d8 30 25 ft.
Level 16 1d8 32 25 ft.
Level 17 1d10 34 25 ft.
Level 18 1d10 Shadow Master 36 30 ft.
Level 19 1d10 38 30 ft.
Level 20 1d10 40 30 ft.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you're wearing light or no armor:

    Tiger's Strike Beginning at first (1st) level the Assassin can use the Tiger Strike martial art attack.
    Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks.
  • Required Level: 1
    Skill Tree: Martial Arts
    Cost: 1 Psi point
    Other Stats: Charge-up Point. 1 charge = force damage equivilant to your prof. bonus.
    Successful Attack actions on an enemy and stores a charge. Tiger Strike adds an amount of force damage to the finisher, but (as with all charge-up attacks) is slow to unleash its full potential due to the nature of the charge-up system. Each successful attack with Tiger Strike (up to a max of 3) stores a mystical field of force energy that manifests as a (1 to 3) white orb(s) of light orbiting the Assassin until its released into a Finisher attack bonus action.
    A turn after the force charge up is gathered and not released fades away at the end of the next turn.
    Damage Type: Physical/Force


    Dragon Talon
    Attacks an enemy with a flurry of kicks on an bonus action. An Assassin is taught to utilize her entire body as a weapon. Using this skill, she lets loose a powerful kick to send her opponents flying requiring a con saving throw vs. the amount of damage dealt to knock the enemy back 10' (feet/2 spaces) on a failed save. A critical success will knock the target prone instead.
  • Required Level: 1
    Skill Tree: Martial Arts
    Cost: 1 Psi point
    Other Stats: Finishing Move
    This ability is a Finishing Move, unleashing one charge from each of the Charge-up points as well as adding its own benefit. If any charges are consumed, this skill always hits.
    Dragon Talon releases accumulated charges through a powerful kick. Additional charge-up points invested (max of 3) in the skill causes the user to kick multiple times. Only the first kick gets the benefits of the charge-up points. Subsequent kicks in the sequence just do the normal damage.
    Number of kicks per single successful attack per class level.
  • Levels 1 -- 5 = 1 kick @ 1d4 + str + charges.
  • Levels 6 -- 11 = 2 kicks @ 2d4 + str + charges
  • Levels 12 -- 17 = 3 kicks @ 3d4 + str + charges
  • Levels 18 -- 20+ = 4 kicks @ 4d4 + str + charges
  • Damage Type: Physical/Force
    Weapon Block After developing this skill, an Assassin wielding two (2) Claw-class weapons can use her blades to deflect incoming attacks, thus giving herself a defensive edge without using a shield.
    At 2nd level an Assassin's skill with their claw type weapons are so precise that they are able to block Melee, Ranged and Unarmed attacks as if they were using a shield.
  • Required Level: 2
    Skill Tree: Martial Arts
    Cost: 2 Psi points
    Other Stats: Defensive Action
    Effect: When another creature damages you with a melee attack, you can use your reaction and expend 2 Psi pts. to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
    When an enemy does a successful attack to the assassin; she can respond in a reaction before damage is rolled to enact a weapon block and gain a deflection bonus to her AC equal to her proficiency bonus. IF the attack roll is still above the new AC modifier than the Assassin recieves damage as normal, otherwise the attack fails.
  • Claw Mastery[edit]

    Assassin signature monk weapons The Assassin is a character class introduced in Diablo II: Lord of Destruction. The Assassins' main weapon is a Claw or other such weapon used in the fist such as Katar or Hatchet Hands. At 1st lvl your monastery training has raised your skill with claw weapons to a lethal mastery.
    This skill is very useful for any Assassin focused on Martial Arts skills. Combining the Attack Rating and Damage bonuses of the Charge-up Points, Finishing Moves, and Claw Mastery adds up to a lot of bonuses. It covers all Katars, (can be used in pairs, with main hand and off hand) not just actual Claws.

    • Required Level: 1
    • Damage Type: Physical
      You master the Claw family of wrist weapons. You gain the following benefits when using any of them:
    • You can use two-weapon fighting.
    • You gain a +1 bonus to attack and damage rolls you make with the weapons.
    • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
    • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon(s) in hand.
    • When you make an opportunity attack with the weapon(s), you have advantage on the attack roll. If a feature such as Extra Attack allows you to make multiple attacks using the Attack action, this benefit also applies to attacks you make with your off-hand weapon using your bonus action.
    • You can choose to make a single additional attack with your off-hand weapon as part of the Attack action. If you do this, you can't make any off-hand attacks using your bonus action on this turn.
    • When you use your reaction to make a weapon attack, you can make an off-hand attack as part of the same reaction.

    ("off-hand" refers to the hand you would normally use to make a weapon attack as a bonus action when you engage in two-weapon fighting.)
    A katar, also known as a Bundi dagger, is a short punching sword that is native to the Indian subcontinent and popular elsewhere for swift and quick attacks. It is notable for its horizontal hand grip, which results in the blade of the sword sitting above the user's knuckles.

    • Type: Simple Weapon
    • Cost: 4Gp
    • Damage: 1d6; piercing/slashing
    • Weight: 1 lb.
    • Properties: Finesse, Light
    • Special: A Katar automatically succeeds against contests to disarm it.

    A katar is a superior one-handed melee weapon in the light blade weapon group. (PHB pg. 218) The katar has high crits, dealing an extra 1d6 damage at levels 1-10, 2d6 damage at levels 11-20, or 3d6 damage at level 21-30, on a critical hit. A katar is also an off-hand weapon. A character can use a katar to make attacks even while holding another one-handed weapon in the other hand, and can use the other one-handed weapon to make attacks even if it isn't an off-hand weapon.

    The Viz-Jaq taar Assassin class has proficiency with the katar as a class trait labled as "Claw Mastery", but any other character class can become proficient by taking a Weapon Proficiency feat.

    Psi-Power Points[edit]

    Starting at 1st level, your training allows you to harness the mystic energy of Chi. Your access to this energy is represented by a number of Mastery points. Your monk level determines the number of points you have, as shown in the Mastery Points column of the Assassin table.
    You can spend these points to fuel various Martial Arts, Shadow Discipline, Set Snares features.
    When you spend a Mastery point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Mastery points.
    Some of your Shadow Disciplines or Set Snares features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

    • Chi save DC = 8 + your proficiency bonus + your Charisma modifier.

    Shadow Disciplines[edit]

    To remain protected from exposure to the potential corruption of magic, Assassins must defeat their sorcerous opponents without actually using spells themselves. To this end, they have mastered the clandestine talents, as well as the arts of obfuscation, and honed their latent psychic abilities to develop the Shadow Disciplines. These skills represent the end result of generations of strict mental conditioning and intensive stealth training.

      Burst of Speed
      Tapping into her psychokinetic energies at lvl three (3), an Assassin temporarily increases the speed of her movements and attacks.
      Your speed and reflexes are greatly enhanced. Your movement speed increases by 10 feet then in creases by 5 ft. at levels 6 to 15 ft., level 10 to 20 ft., level 14 to 25 ft. and caps at level 18 to 30 ft. . In addition, you gain the following features:
    • Swift Runner
    • You gain proficiency in Athletics. Your proficiency bonus is doubled if you are already proficient with this skill.
      Swift Runner grants you the benefit of Unarmored movement as long as you are equipped with light armor or none as all. As with any monk based class; wearing medium armor or heavier negates the Assassins' features.
    • Action Surge
    • Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can spend 3 mastery points 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 twice before a rest, but only once on the same turn.
    • Extra Attack
    • Starting at 3rd level you are able to spend Psi Points, you can take an additional attack action in the same turn.
    • Step of the Wind
    • Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. By spending 3 mastery points you can take a bonus action on each of your turns in combat. This action can be used only to take the dash action, disengage action, or hide action action.
    • Patient Defense
    • You can spend 3 Psi points to take the dodge action action as a bonus action on your turn.
      When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.
    • Quickdraw
    • Starting 5th level you can spend 5 Psi points to give yourself advantage on an initiative roll. If you are surprised, you can act normally on your turn when you use quickdraw.
    • *Burst of Speed does not work together with Fade. Casting one overrides the other.*
    • Evasion
    • At 7th level, your conditioned agility lets you dodge out of the way of certain area effects, when you spend 7 psi points giving you a +4 AC dodge bonus. 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.
    • Cloak of Shadows
    • At 3rd level, you are able to call upon the shadow planes to shroud yourself in shadow that muffles sound made within a 10' (foot) radius around you and dims light reflection of your skin, clothing and equipment. Cloak of Shadows gives you expertise in Stealth for 1 minute per every 3 mastery points spent.
    • Fade

    • At 6th level your training in resisting magics of all types has made you more prepared for dealing with all of its effects. Your efforts have paid off giving you a +2 bonus to all spell saving throws and to your armor class when targeted by a spell attack. Additionally, whenever you are damaged by a spell, you can reduce this damage by two times the bonus that this trait gives you to your armor class and saving throws against spells. The bonus provided by this trait increases to +3 at 6th level and +4 at 9th level.
    • Shadow Warrior
    • At 9th level, you can use a bonus action to psionically manifest an shadow of yourself in an unoccupied space you can see within 15 feet of you. This shadow warrior is a translucent, dark gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shadow warrior, or until you're incapacitated.
      Your shadow has the same AC as you do, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the shadow to move up to 30 feet in any direction (no action required). If your shadow warrior is ever more than 30 feet from you at the end of your turn, it is destroyed.
      When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shadow warrior's space. You make this choice for each attack. When a creature that you can see within 5 feet of your shadow warrior moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow's space.
    • Shadow Master

    • This discipline allows an Assassin to project an even more powerful shadow avatar. The Shadow Master has access to all of the Assassin skills, also skills you don't have yet. Overall the shadow master is stronger and tougher.

    Traps[edit]

    Sometimes, the incredible martial prowess and awesome psychic capacity of the Assassins are not enough to battle all forms of magic-wielding menaces. To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taar sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.
    Traps are a very unique and innovative set of skills; they can be placed anywhere and will activate when the enemy approaches. They compliment the Assassin's stealth abilities and her ability to lure enemies into areas where her traps exist. Traps are a very powerful set of skills, and are not to be taken lightly. When used judiciously, they can make the difference between victory and defeat--and are quite fun to use too.

    Assassin Traps - Grenades/Traps
    Level Grenade Trap Prerequisite
    1 Fire Blast
    2 Shock Web
    3 Blade Sentinel
    6 Charged Bolt Sentry Shock Web
    9 Wake of Fire Fire Blast
    12 Blade Fury Blade Sentinel
    12 Lightning Sentry Charged Bolt Sentry
    15 Wake of Inferno Wake of Fire
    18 Blade Shield Blade Fury


      Fire Blast
    • Level: 1
      Cost: 50 Gp/ per grenade.
      Set-up Time:Duration: Instant
      Snare Type: ranged attack
      Range: 20' - 60'
      Damage: 3d6 (Fire)
      Area of Effect: 15'
      Effect: This grenade weapon explodes upon impact to the target creature, object or surface. The exploding device has small pieces of steal shrapnel mixed into the flammable liquids that ignites on contact with the air as the container shatters.
      Save: No
      Craft Time: 1 Hour


      Shock Web
    • Level: 2
      Cost: 50 Gp/ per grenade.
      Set-up Time:Duration: 1 Minute
      Snare Type: Thrown Grenade
      Range: 5' - 30'
      Damage: 1d8/ round (Lightning) over duration time
      Area of Effect: 5' (on target
      Effect: "shock web" acts as a combonation of the web spell and shocking grasp. Save: Yes - Constitution saving throw DC= 8 + Prof. Bns. + Intelligence each round after the initial attack.
      Craft Time: 1 Hour


      Blade Sentinel
    • Level: 3
      Cost: 100 Gp/ per trap.
      Set-up Time: 1 Action Duration: 4 rounds
      Snare Type: Trap
      Range: 0' - 30'
      Damage: 2d6 (Slashing) damage over time of duration.
      Area of Effect:
      Effect: After the trap is set; it stays armed till triggered by approaching creature. Once activated; the blade sentinel flys back n forth from the trap base and the target over the duration.
      Save: Yes - Dexterity saving throw DC=8 + Prof. Bns. + Intelligence for no damage and trap fails and disarms.
      Craft Time: 1 day forging the blade and assymbling the components.


      Charged Bolt Sentry
    • Level: 6
      Cost: 100 Gp/ per trap.
      Set-up Time: 1 Action Duration: 1d4 turns
      Snare Type: Trap
      Range: 0' - 30'
      Damage: 2d4 (Lightning)
      Area of Effect:
      Effect: After the trap is set; it stays armed till triggered by approaching creature. Once activated; the Once the "charged bolt sentry" is set off; the charges move along the ground in a 30 foot cone towards the creature that triggered the trap over the duration.
      Save: Yes - Dexterity saving throw DC=8 + Prof. Bns. + Intelligence for no damage and trap fails and disarms.
      Craft Time: 1 Hour


      Wake of Fire
    • Level: 9
      Cost:100 Gp/ per trap.
      Set-up Time: 1 Action
      Duration: 1 minute
      Snare Type:Trap
      Range:0' - 30'
      Damage:3d6 (Fire) damage over time
      Area of Effect:30'
      Effect: When triggered; the trap sends repeated blast waves of fire accross the ground in a 30 foot radius from the trap itself.
      Save: No
      Craft Time:1 Hour


      Blade Fury
    • Level: 12
      Cost:1 Gp/ per Shuriken.
      Set-up Time:
      Duration: 1 attack action
      Snare Type: ranged attack blades.
      Range:0' - 30'
      Damage: 1d6 + str (Slashing) damage per star thrown
      Area of Effect:
      Effect: 3 shuriken (throwing stars) forcefully thrown at a target within 30 feet of the Assassin. These blades can be coated with poison as well
      Save: No (IF coated with poison Constitution saving throw DC 10 + poison strength/type + proficiency bonus )
      Craft Time:3 Hours forging each star.


      Lightning Sentry
    • Level: 12
      Cost: 100 Gp/ per grenade.
      Set-up Time: 1 Action
      Duration: Instant
      Snare Type: Trap
      Range: 0' - 60'
      Damage: 4d8 (Lightning)
      Area of Effect: 60'
      Effect: This devistating trap emmits a circular "nova" of high voltage electrical out to sixty feet radius to any creature within it's AoE.
      Save: No
      Craft Time: 2 Hours


      Wake of Inferno
    • Level: 15
      Cost: 300 Gp/ per trap.
      Set-up Time: 1 Action
      Duration: 1 minute
      Snare Type: Trap
      Range: 0' - 30'
      Damage: 6d6 (Fire) damage over time
      Area of Effect:
      Effect: When triggered; the trap sends sustained blast of fire in a thirty foot cone.
      Save: Yes - Dexterity saving throw for 1/2 damage.
      Craft Time: 3 Hours


      Blade Shield
    • Level: 18
      Cost:1 Gp/ per Shuriken.
      Set-up Time:
      Duration: 10 minutes - or until the shield has absorbed 30 or more points of damage in which the blades fall to the ground.
      Snare Type: Defensive blades trap.
      Range: 5'
      Damage: 5d6 (Slashing) damage over time when an enemy attempts a melee attack
      Area of Effect:
      Effect: A swarm of shuriken (throwing blades) orbit in spinning motions 5 feet around the Assassin in a field of razor sharp barrier.
      Save: No
      Craft Time: 3 hours forging each blade

    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.

    Psi-Empowered Attacks[edit]

    Starting at 6th level, your weapon attacks charge up bonus damage as psionic power to be released with a Finishing Manuever that deals 1d6 per number of charges built up from successful martial art attacks (max of 3) and are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Vizjerei Assassin Lore[edit]

    Characters with ranks in Knowledge (Arcana) can research lore of the Vizjerei Order Assassin to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

    Knowledge (Arcana)
    DC Result
    11 "Magehunters" are devoted to the destruction of spellcasters and are tutored in multiple tactics and techniques tailored for use against them.
    16 "Occult Slayers" are capable of destroying almost any dark sorcerer by mystical means.
    21 A skilled Vizjerei Order Assassin is known to utilaze martial prowess, elemental forces and mystical powers from the shadow realms.
    26 Info about the whereabouts of a particular Assassin.
    0.00
    (0 votes)

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