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.

Void Points

When you choose this subclass at 3rd level, you gain Void Points which you can expend to cast the outsider invocations the total of points that you can have is equal to your level, cannot have more void points that your maximum level, when you take a short rest you regain half of your level in void points(rounded down), in a long rest you regain all of your void points. you can only take one short rest to regain half of your void points after that you must take a long rest to use a short rest to regain void points again.

Mark of the Void

A special mark appear in one of your arms and spread through your body, the people just see this a tattoo but you know better, the mark have two specials effects:

See the truth: the mark expand through your body and at level 9 the mark is taken his final form it will change of color show your inside alignment (White=good, Black=Neutral, Red=Evil)

Force of the void: you can paid more Void Points to cast immediately invocation with the restriction of ´´Short or Long rest´´ to do this you must paid a amount equal to the cost of the invocation and his half for for invocation with short rest and his double for invocation with long rest, for example if you want to cast again Eldritch Block now you must paid 4 void points and for sweet rest now you must paid 8 void points, the cost do not stack three or four times.

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 gain the ability to bend the space whit the help of the void you can cast the misty step spell.( Cost= 1 Void Point)

Living Resentment

At level 3rd you gain the living resentment one of you arms shape to a form of a hand of a red demon you gain the option to make a melee attack with the hand dealing 1d4 + dexterity is consider a finesse and light weapon on hit the target cant regain hit points until the star of your next turn. you cant take eldritch blink if you chooses to take this special invocation but now you can take eternal wounds with out need to take and eldritch invocation.(Cost= 1 void point every use)

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 creature 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 throw of strength against 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.( Cost= 1 void point, at 9 level 0 cost)

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. (Cost= 2 Void points)

Ash Killer I

When you give the final blow to a creature, that creature turn to ash leaving nothing behind except the magics item that the creature carry. you can uses this feature 3 times the you need a long rest to used again.(Cost= 0 Void points)

Dark Silence I

You can cast Silence.(Cost= 2 Void points)

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. (Cost= 1 Void points)

Eternal Wounds I

Now your attacks make the enemy bleed and make you regain half amount the damage you dealt with your attack. When you hit a enemy creature with a attack the need to make a constitution saving throw on fail the target lost 1d4 + spell casting modifier until it regain 1 hit point. for the duration of the bleeding effect you cant be affected for effects or spell that prevents you for recovering hit points.(Cost= 1 Void points)

Coldness of the Void

You can cast Remove Curse.You must finish a long rest to use this feature again.(Cost= 3 Void points)

Shadow walk I

You can cast Pass Without Trace only on you or a creature that is in 30 feet of you. You must finish a short or long rest before you can use this invocation again (Cost= 2 Void points)

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 short rest before you can use this invocation again.(Cost= 1 Void points)

Vitality I

When you roll for initiative you gain 1d8 temporary hit points, at level 5 the dice increases a 2d8.(Cost= 0 Void points)

Sweet Rest I

Prerequisite: 5th level
You can cast Death Ward in yourself. you must take a short or long rest to use this feature again.(Cost= 4 Void points)

Pathmaker I

You can cast Magic Weapon in the weapon you are holding or in the another creature 5 feet away of you.(Cost= 1 Void points)

Bend Time I

Prerequisite: 5th level
You can cast haste. You must finish a long rest before you can do so again.(Cost= 3 Void points)

Windblast I

You can cast Gust of Wind.(Cost= 2 Void points)

Eldricht block I

Prerequisite: 5th level
You can cast Counterspell. You must finish a short or long rest before you can do so again.(Cost= 3 Void points)

Unforgivable Loss I

Prerequisite: 5th level
You can cast Dispel Magic. You must finish a short or long rest before you can do so again.(Cost= 3 Void points)

Devouring Swarm II

Prerequisite: 9th 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.) (Cost= 2 Void points)

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.(Cost= 1 Void points)

Far Reach

Prerequisite Eldritch blink II
Now when you use your blink a whip of shadows extend of your arm and can grab creatures 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 grab 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,the range of your blink is decrease to 30 feet , you only paid for the first cast of the blink.

Possession I

Prerequisite: 9th level
You can cast dominate beast. You must finish a long rest before you can do so again. (Cost= 3 Void points)

Ash Killer II

Prerequisite: 9th level
The count of creatures that you can turn is ashes is unlimited (Cost= 0 Void points)

Pull II

Prerequisite: 9th 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.

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. (Cost= 1 Void points)

Eternal Wounds II

Prerequisite: 13th level
Now the bleeding effect do 3d6 + spellcasting modifier and now on hit you regain full hit points of the damage taken by the target.(Cost= 2 Void points)

Pathmaker II

Prerequisite: 9th level
You can cast Magic Weapon At level 6 and the weapon deals 4d6 and you don't need to maintain concentration in the spell.(Cost= 3 Void points)

Sweet Rest II

Prerequisite: 13th level
You can cast Death Ward in yourself and on another creature that you touch. you must take a long day of rest to use this feature again (Cost= 6 Void points)

Shadow Walk II

Prerequisite: 9th level
Now you cast Pass Without Trace normally and you cant be tracked by magical means and you don't need to maintain concentration in the spell you must take a short or long rest to use this feature again.(Cost= 3 Void points)

Dark Silence II

Prerequisite: 9th level
Now your Silence is 60-foot-radius sphere and can't be dispel (Cost= 2 Void points)

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.(Cost= 1 Void points)

Vitality II

Prerequisite: 13th level
When you roll for initiative you gain 3d8 temporary hit points and on 17th level you regain 4d8 of 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 short or long rest before you can use this feature again.(Cost= 1 Void points)

Windblast II

Prerequisite: 13th level
You can cast Gust of wind as a 6th level spell slot. You must finish a short or long rest before you can do so again.(Cost= 3 Void points)

Eldricht block II

Prerequisite: 17th level
You can cast Counterspell as a 6th level spell slot. You must finish a short or long rest before you can do so again.(Cost= 5 Void points)

Unforgivable Loss II

Prerequisite: 17th level
You can cast Dispel Magic as a 6th level spell slot. You must finish a short or long rest before you can do so again. (Cost= 5 Void points)

Bend Time II

Prerequisite: 17th level
You can cast time stop. You must finish a long rest before you can do so again.(Cost= 10 Void points)

Possession II

Prerequisite: 17th level
You can cast dominate beast or dominate person. You must finish a short or long rest before you can do so again.(Cost= 8 Void points)



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