Shadow Assassin (5e Class)
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- 1 Shadow Assassin
- 1.1 Death Dealers
- 1.2 Creating a Shadow Assassin
- 1.3 Class Features
- 1.3.1 Table: The Shadow Assassin
- 1.3.2 Second Wind
- 1.3.3 Sneak Attack
- 1.3.4 Shadow Blade
- 1.3.5 Cunning Action
- 1.3.6 Fighting Style
- 1.3.7 Spellcasting
- 1.3.8 Shadow Step
- 1.3.9 Extra Attack
- 1.3.10 Imperial Vision
- 1.3.11 Uncanny Dodge
- 1.3.12 Evasion
- 1.3.13 Darkness Dominating
- 1.3.14 Dark Velocity
- 1.3.15 Unseen
- 1.3.16 Shadow Shift
- 1.3.17 Shadow Stalker
- 1.4 Multiclassing
Those who specialize in the grim art of death are called shadow assassins. They tend to strike their foes from the shadows, and are known to be able to bend the power of the Shadowfell to their whim. They use these powers to inflict wounds on others, control shadows, and protect themselves. They can be greedy, cold-hearted, secretive, or practical, but regardless of how a shadow assassin acts, they all embrace darkness and misfortune as natural things in people's lives.
Creating a Shadow Assassin
How did you obtain you shadow powers and learn how to fight? Were you taught by a master of shadows or did you grow up embracing the shadows and training yourself? Why do you become a shadow assassin? Was it for power, revenge, a goal, or something else? Also think about how open about your powers and abilities you wish to be.
- Quick Build
As a Shadow Assassin you gain the following class features.
- Hit Points
Armor: Light armor, shields
Weapons: Martial weapons, simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, Deception, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
- an arcane focus
|Features||Spells Known||Sneak Attack||—Spell Slots per Spell Level—|
|1st||+2||Second Wind, Sneak Attack||—||1d6||—||—||—||—|
|2nd||+2||Shadow Blade, Fighting Style, Cunning Action||—||1d6||—||—||—||—|
|3rd||+2||Spellcasting, Shadow Step||2||2d6||2||—||—||—|
|4th||+2||Ability Score Improvement||2||2d6||3||—||—||—|
|8th||+3||Ability Score Improvement||4||5d6||4||2||—||—|
|11th||+4||Second Wind (2)||6||7d6||4||3||—||—|
|12th||+4||Ability Score Improvement||6||8d6||4||3||—||—|
|16th||+5||Ability Score Improvement||7||10d6||4||3||3||—|
|17th||+6||Shadow Blade improvement||8||10d6||4||3||3||—|
|18th||+6||Shadow Shift, Second Wind (3)||8||11d6||4||3||3||—|
|19th||+6||Ability Score Improvement||8||12d6||4||3||3||1|
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to gain hit points equal to 1d8 + half your shadow assassin level rounded down. Once you use this feature, you must finish a short or long rest before you can use it again. At 11th level, you may use Second Wind twice before needing to take a rest, and at 18th level, you may use Second Wind three times before needing to take a rest.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Assassin table.
Starting at 2nd level, you can use the power within you, 2gp worth of incense, and a Symbol of Darkness or Holy Symbol to merge the blade with your soul over the course of 8 hours. At the end of the ceremony, the materials are consumed and the weapon becomes a shadow blade. This weapon counts as a magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You cannot be disarmed of your blade by an opponent and you can conjure it to your side anywhere at any time as a bonus action unless you are restrained or incapacitated in any way. This blade counts as an arcane focus for your shadow assassin spells.
At 17th level, you can activate the blade. For 1 minute, the blade grants advantage on attack rolls. After using this feature, you gain a point of exhaustion. You regain use of this feature at the end of a long rest.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Starting at 2nd level, you may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You can call upon the spirits of the shadows to form together in the appearance of arcane magic which you can use to your advantage. You may use an arcane focus as a spellcasting focus.
At 3rd level, you know two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
- Spell Slots
The Shadow Assassin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Shadow Assassin table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Starting at 3rd level, you have figured out how to travel distance using the Shadowfell, and the shadows that smudge the barrier between the two planes.As a bonus action, you can teleport up to 30 feet, so long as you are in dim light or darkness, and your selected space is unoccupied, and in dim light or darkness. You then have an advantage on the first melee attack you make before the end of your turn.
By expending a 1st level spell slot or higher, you can add an additional 1d6 necrotic damage to the damage roll on your next melee attack for every spell slot level, up to a maximum of 4d6.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, you can see 30 feet any darkness, magical or non-magical as if it was bright sunlight.
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.
Starting at 13th level, you may cast the darkness spell without consuming a spell slot a number of times equal to half your Charisma modifier rounded down(minimum of one). You must regain all uses of this feature after you finish a long rest.
Starting at 14th level, the range of your Shadow Step feature becomes 90 feet.
Starting at 15th level, you are now considered to be under the effects of nondetection at all times.
At 18th level, you have become so attuned to the shadowfell you can create small pools of shadows at any location meaning you can use shadowstep in any lighting conditions, not just darkness.
At 20th level, when you are in darkness, you may use your bonus action to become invisible. As long as you remain in darkness, or until you make an attack or cast a spell, you remain invisible.
Proficiencies. When you multiclass into the shadow assassin class, you gain the following proficiencies: light armor, simple weapons, martial weapons, Thieves' tools.