Arcane Assassin (5e Subclass)

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Arcane Assassin[edit]

The arcane assassin is a roguish subclass that can be taken by the rogue class.

An arcane assassin is a warrior who came close to death but was chosen by a otherworldly outsider to bear supernatural powers.

Outsider Invocations

When you choose this subclass at 3rd level, you gain 2 outsider invocations of your choice. You gain another outsider invocation of your choice at 5th 9th, 13th and 17th level. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Eldritch Blink

At 3rd level, you can cast the misty step spell. After casting this spell you must wait 1 minute before you can cast it again.

  • Alternative Version: At 3rd level, you can cast the misty step spell. Recharge 5-6: After casting this spell you must roll a d6 at the beginning of each of your turns, if you throw a 5 or 6 you are ready to cast it again.
Eldritch Agility

Starting at 9th level, you can jump on air. The height you can jump is tripled, and you take no damage when falling. In addition, when you use Eldritch Blink, you can resolve the misty step at the apex of a jump you make in the same turn.

Outsider Invocations[edit]

Many invocations allow you to cast as a spell. Unless otherwise specified, you do so at its lowest possible level. Intelligence is your spellcasting modifier for these spells, so you use your whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an outsider invocation spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Assault Blink

When enemy criature is in the path of your Eldritch Blink you can leap to that enemy and make them prone give you advantage in the attack roll the creature must do a saving thorw of strenght againts you spellcasting DC, if the creature is one size large that you is instead push 5 feet away. at level 9 you gain this outsider invocation free like a feature.

Devouring Swarm I

You can use your action to conjure a swarm of rats (DMG p. 339) in an unoccupied space you can see within 60 feet. On their turn the rats will move to a dead or dying creature of Medium size or smaller and begin to consume it. The body is completely devoured after 1 minute. This feature does not let you control the rats, but they will fight to protect themselves. You can use this feature again after a long rest.

Ash Killer I

When you give the final blow to a criature, that criature turn to ash leaving nothing behinded except the magics item that the creature carry. you can uses this feature 3 times the you need a long rest to used again.

Pull I

You can use your action to lift one object you can see within 30 feet weighing up to 10 pounds. You must have a free hand. You can lift it up to 10 feet in the air, and you can bring the object closer to you. The effect lasts for 1 round, so you can sustain the pull the following turn. Doing so requires concentration, as though you were concentrating on a spell.

In addition, you can use your reaction to stop an improvised ranged attack (such as a thrown flask) within 30 feet. On your subsequent turn, you can use pull on the thrown object or allow it to drop in place.

Shadow walk I

You can cast Pass Without Trace only on you or a creature that is in 30 feet of you, you must take a long rest to use this feature again.

Vision I

You can use a bonus action to activate supernatural vision, which lasts for 1 minute while you can concentrate on it (as though it were a spell). For the duration you can see living creatures within 30 feet of you even if they are behind concealment or total cover, and such creatures cannot hide from you. You must finish a long rest before you can use this invocation again.

Vitality I

When you roll for initiative you gain 1d8 temporary hit points, at level 5 the dice increases a 1d8.

Pathmaker I

You can cast Magic Weapon in the weapon you are holding or in the another creature 5 feet away of you, additional on hit you do your spellcasting modifier of force damage, you must take a long rest to use this feature again.

Bend Time I

Prerequisite: 13th level
You can cast haste. You must finish a long rest before you can do so again.

Windblast I

You can cast Gust of Wind. You must finish a long rest before you can do so again.

Devouring Swarm II

Prerequisite: 13th level
This functions as devouring swarm II, except the swarm has 49 hit points (14d8 - 14) and its bite deals 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. In addition, if the swarm cannot find a dead or dying creature, it will attack the nearest creature (including those friendly to you.)

Eldritch Blink II

Prerequisite: 9th level
you cast far step with your Eldritch Blink feature instead of misty step, additional you can choose to alter you blink between far reach or accelerated blink.

Far Reach

Prerequisite Eldritch blink II
Now when you use your blink a whip of shadows extend of your arm and can grap criatures of medium size and smaller and pull to you the creature must do athletic check or be pull 15 feet towards you, additional the whip can grap solid objects or by anchor to walls or ceilings, the range of your blink is decrease to 30 feet.

Accelerated Blink

Prerequisite Eldritch blink II
Now you can use you blink twice in the same turn but you need to wait 30 seconds to cast it again or you can gain 1 level of exhaustion and use the ability of recharge(5-6) to can cast it again until the battle is over or you be unconscious,the range of your blink is decrease to 30 feet.

Possession I

Prerequisite: 13th level
You can cast dominate beast. You must finish a long rest before you can do so again.

Ash Killer II

Prerequisite: 13th level
The count of criatures that you can turn is ashes is unlimited

Pull II

Prerequisite: 13th level
This functions as pull II, except you can lift an object weighing up to 200 pounds. You cannot sustain a pull on an object weighting over 10 pounds, and must finish a long rest before you can lift such an object again.

In addition, you can use pull to grapple a Medium or smaller creature within 30 feet. You use intelligence (Athletics) instead of Strength (Athletics) on the grapple check and if the creature attempts to escape. Instead of moving, you can move the grappled creature closer to your.

Pathmaker II

Prerequisite: 13th level
You can cast Magic Weapon At level 6 and the weapon deals 4d6 + Spellcasting modifier of force damage on hit and you dont need maintain concentration in the spell, you must take a short rest to use this feature again.

Shadow Walk II

Prerequisite: 13th level
Now you cast Pass Without Trace normally and you cant be tracked by magical means and you dont need to maintain concentracion in the spell you must take a long rest to use this feature again.

Vision II

Prerequisite: 9th level
This functions as vision I, except you also benefit from the effects of the find traps spell for the duration of the vision.

Vitality II

Prerequisite: 13th level
When you roll for initiative you gain 2d8 temporary hit points.

In addition, if you take damage that reduces you to half your maximum hit points or less, you can expend one of your hit dice. Roll the hit dice and add your intelligence modifier. You regain that many hit points. You must finish a long rest before you can use this feature again.

Windblast II

Prerequisite: 13th level
You can cast Gust of wind as a 6th level spell. You must finish a long rest before you can do so again.

Bend Time II

Prerequisite: 17th level
You can cast time stop. You must finish a long rest before you can do so again.

Possession II

Prerequisite: 17th level
You can cast dominate beast or dominate person. You must finish a long rest before you can do so again.



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