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- 1 Demonic Assassin
- 1.1 Class Features
- 1.2 Lethal Critical
- 1.3 Dual Wielding
- 1.4 Fighting Style
- 1.5 Counter
- 1.6 Ability Score Increase
- 1.7 Overlord Slayer
- 1.8 Demonic Mount
- 1.9 Blazing Arrows
- 1.10 Devilish Fortify
- 1.11 Armor Master
- 1.12 Ultimate Mimicry
- 1.13 Vicious Blade
- 1.14 Summon Armory
- 1.15 Physical Might
- 1.16 Sanic Speed
- 1.17 Poison Crafter
- 1.18 Use Surroundings
- 1.19 Improved Increase
- 1.20 Wingdings Storm
Quick Build You can make a demonic assassin quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the fourth wall breaker or criminal background.
As a Demonic Assassin you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: simple weapons, ranged weapons, shortswords, longswords, rapiers, scimitars, all types of scythes
Saving Throws: dexterity, intelligence
Skills: choose four from acrobatics, deception, insight, investigation, perception, sleight of hand, stealth, survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any three martial melee weapons or (b) Any two martial weapons, any two simple weapons
- (a) Studded leather armor, 2 daggers, 3 vials of poison or (b) Breastplate, shield
- (a) Two hand crossbows and 60 bolts or (b) A long bow and 20 arrows
- Deranged scythe
|2nd||+2||Dual Wielding, fighting style||15|
|4th||+2||Ability Score Improvement||13|
|8th||+3||Ability Score Improvement, Devilish Fortify||12|
|12th||+4||Ability Score Improvement||11|
|16th||+5||Ability Score Improvement||10|
|19th||+6||Ability Score Improvement, Improved Increase||9|
If you hit a critical on any weapon, roll a d20. Add no modifiers. If you reach or succeed the number shown on the demonic assassin table, the creature dies.
Starting at second level, you can wield any two weapons at once, as long as neither of them have the heavy or two handed property
At second level, you can choose an adopted fighting style.
When you surprise an enemy, you deal an extra 1d8 damage. This increases to 2d8 at level 8, 3d8 at level 14, and 5d8 at level 20.
When fighting more than 4 enemies at once, you can attack three of them within 10 feet. At level 9, you get an extra 5d6 to all the enemies, at level 16, you have advantage on all the attack rolls, and at level 19, you deal an extra 3d10 on top of the 5d6 to all the enemies.
Two times every long rest, you can force an enemy to take a DC15 constitution saving throw. If they fail, they are incapacitated for 5 turns and take 3d10 poison damage every turn. You can use this three times per long rest at level 10 and 5 times per long rest at level 20. This deals 3d12 poison damage at level 8 and 5d12 poison damage at level 15. While incapacitated, they can only ce hurt by the incapacitation damage and you. Nothing can get advantage on the saving throw, and this deals double damage to celestials and fiend.
You can add your ability modifier when attacking with a second weapon. Your second attack deals an extra 1d8. At level 10, you can make a third attack with your second weapon.
As a reaction, before your opponent rolls, you can choose to make a DC 12 dexterity check. If you succeed, you take no damage, and your opponent takes all the damage they would have dealt, plus 1d12 slashing damage. If you fail, you take an extra 1d8 damage of the same type as the damage you already took. You can only counter melee attacks.
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.
You were taught mainly to kill demons and gods. When attacking a fiend or celestial, you get +5 to hit, and if you get 20 or over after adding this five, even if you don’t get a twenty naturally, you get a critical. You also have advantage on the lethal critical roll.
You can summon an animal of your choice that you can ride, but the animal can only be felt by you, and only ridden by you, and therefore can’t be attacked. If someone other than you tries to touch or attack it with a melee hit, they take 3d10 fire damage. This mount has 25 hit points, and can only be hurt by spells. You can summon and dissipate the mount at will. If the mount dies, you take 2d8 psychic damage, and you have to take one long rest before you summon it again.
Three times every long rest, you may use an action to enchant an arrow or bolt to have it deal an extra 2d8 fire damage when shot. If a creature would have resistance to a normal arrow, and they don’t have resistance or immunity to fire, they take normal damage from the arrow.
You get 5 more points to spend on abilities when you reach level 8.
Medium armor can’t cause you disadvantage on stealth checks, and the capacity for adding dexterity with medium armor is now 3. When wearing light armor, you gain +2 to AC.
If you’re facing an enemy of challenge rating 20 or higher, you can choose one opponent to take the abilities of, and add 4 points to all of their stats. Your abilities can go up to 34 using this feature. This only lasts while you’re battling them. If they have a feature that damages you or puts a condition on you, you are immune to those. If they use any evocation spells on you or any party members within 5 feet of you, make a DC14 intelligence saving throw. If you fail, you take normal damage. If you succeed, the caster takes the damage, plus 1d12 force damage.
At level 1, you may choose any weapon (or two, if both the weapons are light and one handed) and fill them with demonic energy. The ritual takes the weapon that will be enchanted, 1 hour, a demonic symbol drawn on the ground with chalk in a room lit only by candles, and 6 shards of obsidian worth 75 gp or more (total). You may then summon the energy into your blade. From now on, that weapon deals an extra 2d8 (if you enchanted two weapons, they each deal 1d8 extra) damage of either poison, fire, lightning, or necrotic. If you are separated from your blade, you can summon it to you as a bonus action. The weapon you enchant must deal either piercing or slashing damage.
At 13th level, you have a personal armory that you can store weapons, armor, and tools in, and you can warp to freely. You can teleport there whenever you want, and back to where you were before you entered your armory, but you can’t teleport there while in battle.The only way you can get into your armory is by warping. You can invite people to warp with you, and you can teleport them out at will.
At 14th level, you can increase dexterity, intelligence, and one other ability of your choice to 30. You get 8 points to spend on dexterity, intelligence, and the other ability of your choice right now.
Your speed increases by 50 feet and your initiative increase by +4. You can also attack twice per turn.
When you’re mixing herbs to make poison, you make it twice as fast, twice as deadly, and using ½ the ingredients.
If you’re in a forest, tall grass, near a body of water, or in mountainous terrain, you automatically succeed stealth checks.
At level 19, you can choose any ability to increase by 3
At level 20, you can create a storm of wingdings twice per long rest that damages all opponents within a 15 square foot area of your choice that you can see. They must make a constitution saving throw. If they fail, they take 3d8 fire damage, 3d8 lightning damage, 3d8 cold damage, 3d8 piercing damage, and 6d8 wingding damage (nothing is vulnerable, resistant, or immune to wingding damage). This attack deals an extra 3d8 radiant damage to fiends and an extra 3d8 necrotic damage to celestials. If they succeed on the saving throw, they take half damage. No matter what, taking less damage if they succeed or fail the saving throw doesn’t apply to this feature.