Pensivetoast
Explorer
So, my gaming group is going to be moving our old 4th ed game to 5th ed. For most of the group, this isn't an issue. However, some of us require a little of the ol homebrew to make our characters work.
After much searching, I found everything except for my own character, the Assassin (Dragon Magazine version). So, I'm working on my own conversion here.
In 4th ed, the assassin is a striker class, but 5th doesn't have this. The assassin is also a glass cannon: Hits hard but relatively fragile. I toyed with the idea of making this a new warlock pact and patron, but the Assassin isn't a spell casting class. So, I decided to make this a martial class, but with a D8 for hit points.
Also, since I decided to change the name of the class (though I'm not entirely happy with the name) to prevent any confusion with the existing Assassin class.
This is a work in progress, and I'm looking for input. One concern is the shrouds may be overpowered at low levels, but not powerful enough at higher levels. On the other hand, at low levels targets might die before the shrouds get used, so it might balance out?
As well, higher level abilities are misisng. I'm still working on these for completion sake, but again, I'm a little unsure of what appropriate higher level powers/damage would be.
Shadow Walker
"By the time you see me, it is too late to save yourself"
Hit Points
Hit Dice: 1d8 per Shadow Walker level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shadow Walker level after 1st
Proficiencies
Armour: Light and shields.
Weapon: Simple Weapons, all one handed swords, light crossbow.
Tools: Thieves Tools
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Stealth or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) a rapier
(a) a light crossbow and 20 bolts 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
Shade Form: *flavor text*
As a bonus action, you assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, any attacks against you are at Disadvantage, you can move through people or objects as if they were difficult terrain, and you gain vulnerability to radiant. If you end your turn in a solid object, take 1D10 damage and you are shunted off to the nearest unoccupied space.
As a Bonus action, you can maintain Shade Form.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadow Step: *flavor text*
Instead of a Move Action, if you are adjacent to a creature, you can teleport up to 20 feet adjacent to another creature.
Shadow Shroud: *flavor text*
As a Bonus Action, you subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Executioners Noose: *flavor text*
You target one creature up to 30 feet away and make a melee attack. If the attack is successful they take 1D6+dexterity damage. If the target is Large or smaller, you pull the creature up to 10 feet closer to you. This abilities damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Cloak of Shades: While in dim light or darkness, you can take the Hide action as a bonus action.
Guild Training*flavor text*
Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain Shadow Walker powers, as detailed in those powers.
Bleak Disciple: When you hit an undamaged target, you gain temporary hit points equal to your Constitution modifier. Add 2 to the temporary hit points gained at 11th level and 4 at 21st level.
Night Stalker: You gain a bonus to damage rolls equal to your Charisma modifier against any target that is adjacent to none of your enemies.
Haunting Shade: More of your essence has bonded with the Shadowfell, making you more at home in the dark places of the world. You gain a +2 bonus to stealth checks and gain darkvision out to 30 feet
Shadow Darts:*flavor text* Make three ranged attack rolls. If any of them hit, resolve them as a single hit, and all of them must miss for the attack to miss. 1d8 cold damage if one of the attack rolls hits, 2d8 cold damage if two hit, or 3d8 cold damage if three hit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Shadowy Escape: Starting at 6th level, you can vanish into the shadows in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Twilight Assassin: *flavor text*
You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. The duplicate occupies its space, and it lasts until the end of the encounter. Whenever you use a move action, you can also move the duplicate 30 feet. While the duplicate is adjacent to a target, you gain Advantage on attack rolls against it. As a bonus action, until the duplicate vanishes, it can make a regular melee attack against an adjacent target. If it hits, it does 3 points of damage, or 6 damage if the target is currently targeted by a shroud.
The duplicate can be targeted by attack, has an AC of 10+Dex bonus, and has half your hit points.
Darkspiral Aura: Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target down a well of impenetrable darkness. The creature disappears and plunges down an inky black vortex through the Shadowfell.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an undead, it takes 10d10 necrotic damage as it reels from its decaying experience.
Once you use this feature, you can’t use it again until you finish a short or long rest.
After much searching, I found everything except for my own character, the Assassin (Dragon Magazine version). So, I'm working on my own conversion here.
In 4th ed, the assassin is a striker class, but 5th doesn't have this. The assassin is also a glass cannon: Hits hard but relatively fragile. I toyed with the idea of making this a new warlock pact and patron, but the Assassin isn't a spell casting class. So, I decided to make this a martial class, but with a D8 for hit points.
Also, since I decided to change the name of the class (though I'm not entirely happy with the name) to prevent any confusion with the existing Assassin class.
This is a work in progress, and I'm looking for input. One concern is the shrouds may be overpowered at low levels, but not powerful enough at higher levels. On the other hand, at low levels targets might die before the shrouds get used, so it might balance out?
As well, higher level abilities are misisng. I'm still working on these for completion sake, but again, I'm a little unsure of what appropriate higher level powers/damage would be.
Shadow Walker
"By the time you see me, it is too late to save yourself"
Hit Points
Hit Dice: 1d8 per Shadow Walker level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shadow Walker level after 1st
Proficiencies
Armour: Light and shields.
Weapon: Simple Weapons, all one handed swords, light crossbow.
Tools: Thieves Tools
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Stealth or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) a rapier
(a) a light crossbow and 20 bolts 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
Level | Prof. Bonus | Special |
1 | +2 | Shade Form Shadow Shroud Shadow Step |
2 | +2 | Executioners Noose Cloak of Shades |
3 | +2 | Guild Training Haunting Shade |
4 | +2 | Shadow Dart Ability Score Improvement |
5 | +3 | Extra Attack |
6 | +3 | Shadowy Escape |
7 | +3 | Twilight Assassin |
8 | +3 | Ability Score Improvement |
9 | +4 | |
10 | +4 | |
11 | +4 | Extra Attack (2) |
12 | +4 | Ability Score Improvement |
13 | +5 | |
14 | +5 | Darkspiral Aura |
15 | +5 | |
16 | +6 | Ability Score Improvement |
17 | +6 | |
18 | +6 | |
19 | +6 | Ability Score Improvement |
20 | +6 | Extra Attack (3) |
As a bonus action, you assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, any attacks against you are at Disadvantage, you can move through people or objects as if they were difficult terrain, and you gain vulnerability to radiant. If you end your turn in a solid object, take 1D10 damage and you are shunted off to the nearest unoccupied space.
As a Bonus action, you can maintain Shade Form.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadow Step: *flavor text*
Instead of a Move Action, if you are adjacent to a creature, you can teleport up to 20 feet adjacent to another creature.
Shadow Shroud: *flavor text*
As a Bonus Action, you subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Executioners Noose: *flavor text*
You target one creature up to 30 feet away and make a melee attack. If the attack is successful they take 1D6+dexterity damage. If the target is Large or smaller, you pull the creature up to 10 feet closer to you. This abilities damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Cloak of Shades: While in dim light or darkness, you can take the Hide action as a bonus action.
Guild Training*flavor text*
Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain Shadow Walker powers, as detailed in those powers.
Bleak Disciple: When you hit an undamaged target, you gain temporary hit points equal to your Constitution modifier. Add 2 to the temporary hit points gained at 11th level and 4 at 21st level.
Night Stalker: You gain a bonus to damage rolls equal to your Charisma modifier against any target that is adjacent to none of your enemies.
Haunting Shade: More of your essence has bonded with the Shadowfell, making you more at home in the dark places of the world. You gain a +2 bonus to stealth checks and gain darkvision out to 30 feet
Shadow Darts:*flavor text* Make three ranged attack rolls. If any of them hit, resolve them as a single hit, and all of them must miss for the attack to miss. 1d8 cold damage if one of the attack rolls hits, 2d8 cold damage if two hit, or 3d8 cold damage if three hit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Shadowy Escape: Starting at 6th level, you can vanish into the shadows in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Twilight Assassin: *flavor text*
You conjure a shadowy duplicate of yourself in an unoccupied square adjacent to the primary target. The duplicate occupies its space, and it lasts until the end of the encounter. Whenever you use a move action, you can also move the duplicate 30 feet. While the duplicate is adjacent to a target, you gain Advantage on attack rolls against it. As a bonus action, until the duplicate vanishes, it can make a regular melee attack against an adjacent target. If it hits, it does 3 points of damage, or 6 damage if the target is currently targeted by a shroud.
The duplicate can be targeted by attack, has an AC of 10+Dex bonus, and has half your hit points.
Darkspiral Aura: Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target down a well of impenetrable darkness. The creature disappears and plunges down an inky black vortex through the Shadowfell.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an undead, it takes 10d10 necrotic damage as it reels from its decaying experience.
Once you use this feature, you can’t use it again until you finish a short or long rest.