Ethereal Assassin (5e Class)
From D&D Wiki
- 1 Ethereal Assassin
- 1.1 Class Features
- 1.1.1 Table: The Ethereal Assassin
- 1.1.2 Ethereal Reserve
- 1.1.3 Ethereal Siphon
- 1.1.4 Ethereal Blade Summon
- 1.1.5 Unleashed Ethereal Blade
- 1.1.6 Ethereal Cloak
- 1.1.7 Ethereal Stun
- 1.1.8 Ethereal Heal
- 1.1.9 Ethereal Unleashed
- 1.1.10 Ethereal Barrage
- 1.1.11 Ethereal Drain
- 1.1.12 Ethereal Shield
- 1.1.13 Ethereal Cannon
- 1.1 Class Features
- 2 Ethereal Assassin Archtype
- 2.1 Ethereal Rogue
- 2.2 Ethereal Archer
- 2.3 Ability Score Increase
Introduction The Ethereal Assassin, conjures weapons to fight.
Creating an Ethereal Assassin An Ethereal Assassin relies on his blade summoning and being able to teleport to what he summons; makes him a versatile assassin being able to get in and out if played correctly. He can not front line but can be more of a distraction while blinking in and out dealing massive damage with his combos. At later levels learns how to summon a Ethereal Bow to begin fights far away and then finish the target in melee range.
- Quick Build
You can make a Ethereal Assassin by following these few steps and become the scariest member in your group or solo player. First, Dexterity should be your highest ability score because with this later levels your bow will deal massive damage and also a higher ac means harder to hit, followed by Intelligence. Second when becoming an Ethereal Assassin. Choose a background that best suites you this class is ment to be either good or evil depend on your play style.
As a Ethereal Assassin you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Conjured Weapons 
Tools: thieves' tools
Saving Throws: Dexterity and intelligence.
Skills: Choose 4 from Arcana, Athletics, History, Insight, Investigation, Survival, Stealth, Persuasion, Perception, Deception, Sleight of Hand, and intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- conjoined weapon
- (a) dungeoneer's pack or (b) explorer's pack
- leather armor, thieves' tools
|1st||+2||Ethereal Siphon, Ethereal Blade Summon, Ethereal Reserve|
|2nd||+2||Unleash Ethereal Blade|
|3rd||+2||Ethereal Assassin Archtype|
|4th||+2||Ability Score Improvement, Ethereal Assassin Archtype Feature|
|5th||+3||Ethereal Assassin Archtype Feature|
|8th||+3||Ability Score Improvement, Ethereal Stun|
|9th||+4||Ethereal Assassin Archtype Feature|
|12th||+4||Ability Score Improvement, Ethereal Assassin Archtype Feature|
|16th||+5||Ability Score Improvement, Ethereal Barrage|
|18th||+6||Ethereal Assassin Archtype Feature|
|19th||+6||Ability Score Improvement, Ethereal Deity Shield|
At 1st level you have 40 magic points, and gain 5 + Intelligence modifier every level. Magic gets replenished over a long rest.
At 1st level with Each successful attack your Ethereal Blade or Ethereal Bow siphons 1d4 magic + Intelligence modifier.
Ethereal Blade Summon
At 1st level you can Summon Ethereal Blades at the cost of 5 magic stored + 3 per extra blade summoned (max 3 blades summoned)(only 2 attacks max per turn). Ethereal Blades hover around you and do 1d6 damage on a successful hit. Attacks with the ethereal blade is attack roll + Dexterity modifier + proficiency bonus and can be flung 30 feet. Conjured blade vanishes if you summon more blades than you can have. Blades disappear after your intelligence modifier hours.
Unleashed Ethereal Blade
At 2nd level you can spend 5 magic stored to add 1d8 to damage (once per turn).
At 7th level you can encloak youself part way into the Ethereal relm making it so you can only interact with stuff in the ethereal and you can not be seen by anything that isn't in the ethereal plane or can see into the ethereal plane. This costs of 30 magic stored to use and lasts for your intelligence modifier or you step back into the physical world (can be used the amount of times equal to your intelligence modifier). Cast time 1 action.
At 8th level a successful attack and a failed save DC can force Ethereal magic into the target and stun them for 1 round at the cost of 15 magic stored.
At 10th level now with an even greater understanding of Ethereal magic you can Heal your self for 1d8 damage per 20 magic stored (must be outside of combat)
At 12th level you can expend 70 points of Magic stored you gain you intelligence modifier to rolls.
At 16th level you can quickly Fire Ethereal Blades or Arrows dealing 1d12 at the cost of 10 magic +5 per arrow or blades. (Max 5)
At 17th level with a successful attack target must make a wisdom save or 2d20 Ethereal Magic will be drained from their body. Half on successful save.
At 19th level you can conjure an Ethereal Shield around the user and its allies to block one incoming attack a the cost of 50 magic stored, can only be used once per day and can be used as a reaction.
At 20th level once per day can use this ability on a successful attack to do 30d8 damage to any monster at the cost of 80 magic stored.
Ethereal Assassin Archtype
The Ethereal Rogue is an Ethereal Assassin that excels in stealth and escape, but can also take down targets if needed.
The Ethereal Archer is an Ethereal Assassin that excels in ranged fighting.
Expertise in stealth
At 3Rd level gain the sneak attack ability, 2d6 extra damage on a sneak attack. The amount of damage increases by 1d6 when you reach 5h level (3d6), 7h level (4d6), 9h level (5d6), 11h level (6d6), 13h level (7d6), 15h level (8d6), 17th level (9d6), 19th level (10d6)
At 4th level with a deep connection to the Ethereal Plane and your Ethereal Blades you can teleport to them at the cost of 20 magic stored. This does not evoke opportunity attack. Can be done as a bonus action.
At 5th level you can shift into a series of attacks and summoning blades out of thin air and then making them disappear as soon as they appear. 10 magic stored +5 per extra Blade. These attacks don't get sneak attack and can make other blades disappear if your max amount of blades are summoned (max attacks 3).
Ethereal Blade Expert
At 9th level you have become very connected to your blades and you can keep 7 blades conjured at once. These blades can act as a shield giving + 1 to AC
At 12th level you can now turn invisible 1 + your intelligence modifier times a day. All of your equipment turn invisible. You are invisible for 30 minutes or until you attack. Restores after every long rest.
Ethereal Blade Master
At 18th level you can have 9 blades conjured at once and can attack with the cost of 70 magic you can send all of them at once to attack (max 6 times a day). Restores after a long rest.
+2 to ranged attacks made with the Ethereal bow
At 3rd level your connection with Ethereal plane you can conjure an Ethereal bow 10 magic stored. Ethereal Bow deals 1d8 damage and can be conjured as a bonus action.
At 4th level you can expend 20 magic to make an attack roll with the ethereal bow on a target, if the shot hit all creatures within 5 feet take the same damage as the target hit. Targets hit by the hail only gets affected by the bow's base damage.
At 5th level you can use your attack action to attack twice in a round.
Ethereal Power Shot
At 9th level you can charge a Powerful arrow into your bow for 10 magic doing 1d12 points of damage plus 1d8 piercing damage.
At 12 the level you can spend 5 magic to add 1d8 damage on a powe shot (+10 magic for every additional 1d8 max is 5d8).
Ethereal Bow Unleashed
At 18th level you can fire an Arrow at blinding speed dealing 8d12 at the cost of 70 magic stored.
Ability Score Increase
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.