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<blockquote data-quote="Pensivetoast" data-source="post: 6525088" data-attributes="member: 6703601"><p><strong>Version 2</strong></p><p></p><p>So after a bit of tinkering, I think I found a good mix. </p><p></p><p><strong>Shadowblade</strong></p><p>"<em>By the time you see me, it is too late to save yourself"</em></p><p> </p><p>You are a Shadowblade, capable of crafting the raw stuff of the night into a deadly weapon. At your command, the shadows twist and sway. With a gesture, you can craft a shadowblade, a weapon of pure darkness that is as sharp as any blade of steel. As long as a shadow is near you, you are never unarmed. With your shadowblade, you can slice the raw stuff of a foe’s shadow. With each cut, you extract part of that essence, and at a foe’s death you can infuse that shadow with a magical effect. At your command, the shadows you have harvested appear as looming shades to distract a foe, swirl around you to shield you from sight, or reach forth like hungry apparitions to douse torches and lanterns.</p><p> </p><p><strong>Alignment</strong>: Any</p><p><strong>Hit Points</strong></p><p><strong>Hit Dice: </strong>1d8 per Shadowblade level</p><p><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per Shadowblade level after 1st </p><p> </p><p><strong>Proficiencies</strong></p><p><strong>Armour:</strong> Light and shields.</p><p><strong>Weapon: </strong>Simple Weapons, all one handed swords, light crossbow.</p><p><strong>Tools: </strong>Thieves Tools</p><p><strong>Saving Throws</strong>: Dexterity, Constitution </p><p><strong>Skills</strong>: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Stealth or Sleight of Hand.</p><p> </p><p><strong>Equipment</strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p>(a) a longsword or <em>(b) </em>a rapier</p><p>(a) a light crossbow and 20 bolts or (<em>b</em>) a shortsword</p><p>(a) a burglar’s pack, (<em>b</em>) a dungeoneer’s pack, or (c) an explorer’s pack</p><p>Leather armor, two daggers, and thieves’ tools</p><p> </p><table style='width: 100%'><tr><td>Level<br /> </td><td>Prof. Bonus<br /> </td><td>Special<br /> </td></tr><tr><td>1<br /> </td><td>+2<br /> </td><td>Shade Form<br /> Shadow Shroud<br /> Shadow Step<br /> </td></tr><tr><td>2<br /> </td><td>+2<br /> </td><td>Executioners Noose<br /> Cloak of Shades<br /> </td></tr><tr><td>3<br /> </td><td>+2<br /> </td><td>Haunting Shade<br /> Shadow Dart<br /> </td></tr><tr><td>4<br /> </td><td>+2<br /> </td><td>Weapon of the Night 1<br /> Master of Shadows<br /> Ability Score Improvement<br /> </td></tr><tr><td>5<br /> </td><td>+3<br /> </td><td>Extra Attack<br /> </td></tr><tr><td>6<br /> </td><td>+3<br /> </td><td>Shadowy Escape<br /> </td></tr><tr><td>7<br /> </td><td>+3<br /> </td><td>Twilight Assassin<br /> </td></tr><tr><td>8<br /> </td><td>+3<br /> </td><td>Ability Score Improvement<br /> </td></tr><tr><td>9<br /> </td><td>+4<br /> </td><td>Weapon of the Night 2<br /> </td></tr><tr><td>10<br /> </td><td>+4<br /> </td><td>Bound by Shadow<br /> </td></tr><tr><td>11<br /> </td><td>+4<br /> </td><td>Extra Attack (2)<br /> </td></tr><tr><td>12<br /> </td><td>+4<br /> </td><td>Ability Score Improvement<br /> </td></tr><tr><td>13<br /> </td><td>+5<br /> </td><td>Promise of Retribution<br /> </td></tr><tr><td>14<br /> </td><td>+5<br /> </td><td>Well of Shades<br /> </td></tr><tr><td>15<br /> </td><td>+5<br /> </td><td>Weapon of the Night 3<br /> </td></tr><tr><td>16<br /> </td><td>+6<br /> </td><td>Ability Score Improvement<br /> </td></tr><tr><td>17<br /> </td><td>+6<br /> </td><td>Veil of Unsight<br /> </td></tr><tr><td>18<br /> </td><td>+6<br /> </td><td>Shadow Curse<br /> </td></tr><tr><td>19<br /> </td><td>+6<br /> </td><td>Ability Score Improvement<br /> </td></tr><tr><td>20<br /> </td><td>+6<br /> </td><td>Extra Attack (3)<br /> </td></tr></table><p></p><p><strong>Shade Form</strong>: At 1[SUP]st[/SUP] level, you gain the <em>shade form </em>power. When you gave part of your soul to the Shadowfell, the power of that dark realm fused with your material form. As a result, you can assume a shadowy form that allows you to pass through barriers and evade enemies that you could not normally avoid.</p><p>When you adopt this form, you blur, your skin becomes gray, and all the gear you carry and the clothes you wear adopt similarly dull colors. Your eyes lose their pupils, becoming blank, white orbs. You cannot damage your foes without returning to your normal form, which prevents you from doing more than maneuvering in for the kill against your enemies.</p><p>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. </p><p>As a Bonus action, you can maintain Shade Form.</p><p>Once you use this feature, you can’t use it again until you finish a short or long rest. </p><p> </p><p><strong>Shadow Step:</strong> Starting at 1[SUP]st[/SUP] level, you gain the <em>shadow step </em>power. The shadow energy surrounding every creature touches the Shadowfell slightly, for the realm of death is a creature’s eventual destination. You have the ability to walk the shadow pathways from one creature to another.</p><p>Instead of a Move Action, if you are adjacent to a creature, you can teleport up to 20 feet adjacent to another creature. </p><p> </p><p><strong>Shadow’s Shroud: </strong>Beginning at 1[SUP]st[/SUP] level, you gain the <em>Shadow's Shroud </em>power. The dark magic of the Shadowfell courses through your veins, tainting your soul but granting you the ability to subject an enemy to invisible shrouds that reveal its weakest points. The more of your shrouds there are on a target, the deadlier a blow you can strike against it.</p><p>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.</p><p><strong>Executioners Noose: </strong>At 2[SUP]nd[/SUP] level, you gain the ability to gather shadows into the form of a noose, cast it around your foe’s neck, and pull. </p><p>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). </p><p> </p><p><strong>Cloak of Shades:</strong> Beginning at 2[SUP]nd[/SUP] level, while you are in dim light or darkness you can take the Hide action as a bonus action.</p><p> </p><p><strong>Haunting Shade</strong>: Starting at 3[SUP]rd[/SUP] level, 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 if you don’t already have it, gain darkvision out to 30 feet.</p><p> </p><p><strong>Shadow Darts: </strong>At 3[SUP]rd[/SUP] level, you launch a volley of chilling darts of shadow energy at your foe. 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.</p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p> </p><p><strong>Weapon of the Night: </strong>Staring at 4[SUP]th[/SUP] level, as a bonus action, you can create a shadowblade. It is a one handed blade with the light thrown property, 1d8 +1 (+2 at 9[SUP]th[/SUP] level, +3 at 15[SUP]th[/SUP] level) piercing damage. The blade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The shadowblade disappears if you are not touching it at the end of your turn.</p><p> </p><p><strong>Master of Shadows: </strong>Beginning at 4[SUP]th[/SUP] level, when you reduce any enemy to 0 hit points with your shadowblade, you gain a Gloom Shard. As a bonus action, you can expend a Gloom Shard to gain one of the following effects.</p><p></p><ul> <li data-xf-list-type="ul">You gain advantage on a single attack against an adjacent enemy until the end of your turn.</li> <li data-xf-list-type="ul">You gain a +5 bonus to the next Stealth check you make this turn.</li> <li data-xf-list-type="ul">You douse a light source until the end of your next turn. The light source must be within 10 squares of you and must be no larger than a lantern.</li> <li data-xf-list-type="ul">Refresh a power that would normally take a short or long rest to refresh.</li> </ul><p>You can have up to five Gloom Shards at a time.</p><p>After a long rest, your unexpended gloom shards vanish, but you gain a Gloom Shard.</p><p> </p><p><strong>Extra Attack: </strong>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.</p><p> </p><p><strong>Shadowy Escape: </strong>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 30 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.</p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p> </p><p><strong>Twilight Assassin: </strong>At 7[SUP]th[/SUP] level, your shadow leaps from you to attack your enemies, and the two of you fight as one.</p><p>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. </p><p>The duplicate can be targeted by attack, has an AC of 10+Dex bonus, and has half your hit points.</p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p> </p><p><strong>Bound by Shadow: </strong>Staring at 10[SUP]th[/SUP] level, as your weapon pierces your foe, you send deadly shadow energy coursing into it, linking your two fates. When you make a successful attack against an enemy, you can expend a Gloom Shard to activate the ability. When you are harmed, so is your foe. Until the end of the encounter, the target takes 5 damage whenever an enemy, including the target, deals damage to you.</p><p> </p><p><strong>Promise of Retribution: </strong>At level 13, when a foe attacks you, shadows spirit you away, and you take a small part of the foe’s being with you. You can use your reaction to teleport up to 50 feet away. Once before the end of the encounter, you can use a move action to teleport adjacent to the target. When you do so, you gain a +2 attack bonus against the target and a +5 bonus to damage rolls against it until the end of your turn.</p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p> </p><p><strong>Well of Shades: </strong>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.</p><p>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.</p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p> </p><p><strong>Veil of Unsight: </strong>Beginning at 17[SUP]th[/SUP] level, you call shadows to swirl around your target, making you or an ally invisible until the end of your next turn.</p><p> </p><p><strong>Shadow Curse: </strong>At level 18, you utter a dark curse upon your foe as you strike it. At your bidding, the shadows you have carved from your enemies leap on that foe like rabid dogs. Until the end of the encounter, you can expend a gloom shard once per turn as a bonus action to deal 10 + your</p><p>Dexterity modifier necrotic damage to the target and gain combat advantage against it until the end of your turn.</p></blockquote><p></p>
[QUOTE="Pensivetoast, post: 6525088, member: 6703601"] [b]Version 2[/b] So after a bit of tinkering, I think I found a good mix. [B]Shadowblade[/B] "[I]By the time you see me, it is too late to save yourself"[/I] You are a Shadowblade, capable of crafting the raw stuff of the night into a deadly weapon. At your command, the shadows twist and sway. With a gesture, you can craft a shadowblade, a weapon of pure darkness that is as sharp as any blade of steel. As long as a shadow is near you, you are never unarmed. With your shadowblade, you can slice the raw stuff of a foe’s shadow. With each cut, you extract part of that essence, and at a foe’s death you can infuse that shadow with a magical effect. At your command, the shadows you have harvested appear as looming shades to distract a foe, swirl around you to shield you from sight, or reach forth like hungry apparitions to douse torches and lanterns. [B]Alignment[/B]: Any [B]Hit Points[/B] [B]Hit Dice: [/B]1d8 per Shadowblade level [B]Hit Points at 1st Level: [/B]8 + your Constitution modifier [B]Hit Points at Higher Levels: [/B]1d8 (or 5) + your Constitution modifier per Shadowblade level after 1st [B]Proficiencies[/B] [B]Armour:[/B] Light and shields. [B]Weapon: [/B]Simple Weapons, all one handed swords, light crossbow. [B]Tools: [/B]Thieves Tools [B]Saving Throws[/B]: Dexterity, Constitution [B]Skills[/B]: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Stealth or Sleight of Hand. [B]Equipment[/B] You start with the following equipment, in addition to the equipment granted by your background: (a) a longsword or [I](b) [/I]a rapier (a) a light crossbow and 20 bolts or ([I]b[/I]) a shortsword (a) a burglar’s pack, ([I]b[/I]) a dungeoneer’s pack, or (c) an explorer’s pack Leather armor, two daggers, and thieves’ tools [TABLE] [TR] [TD]Level [/TD] [TD]Prof. Bonus [/TD] [TD]Special [/TD] [/TR] [TR] [TD]1 [/TD] [TD]+2 [/TD] [TD]Shade Form Shadow Shroud Shadow Step [/TD] [/TR] [TR] [TD]2 [/TD] [TD]+2 [/TD] [TD]Executioners Noose Cloak of Shades [/TD] [/TR] [TR] [TD]3 [/TD] [TD]+2 [/TD] [TD]Haunting Shade Shadow Dart [/TD] [/TR] [TR] [TD]4 [/TD] [TD]+2 [/TD] [TD]Weapon of the Night 1 Master of Shadows Ability Score Improvement [/TD] [/TR] [TR] [TD]5 [/TD] [TD]+3 [/TD] [TD]Extra Attack [/TD] [/TR] [TR] [TD]6 [/TD] [TD]+3 [/TD] [TD]Shadowy Escape [/TD] [/TR] [TR] [TD]7 [/TD] [TD]+3 [/TD] [TD]Twilight Assassin [/TD] [/TR] [TR] [TD]8 [/TD] [TD]+3 [/TD] [TD]Ability Score Improvement [/TD] [/TR] [TR] [TD]9 [/TD] [TD]+4 [/TD] [TD]Weapon of the Night 2 [/TD] [/TR] [TR] [TD]10 [/TD] [TD]+4 [/TD] [TD]Bound by Shadow [/TD] [/TR] [TR] [TD]11 [/TD] [TD]+4 [/TD] [TD]Extra Attack (2) [/TD] [/TR] [TR] [TD]12 [/TD] [TD]+4 [/TD] [TD]Ability Score Improvement [/TD] [/TR] [TR] [TD]13 [/TD] [TD]+5 [/TD] [TD]Promise of Retribution [/TD] [/TR] [TR] [TD]14 [/TD] [TD]+5 [/TD] [TD]Well of Shades [/TD] [/TR] [TR] [TD]15 [/TD] [TD]+5 [/TD] [TD]Weapon of the Night 3 [/TD] [/TR] [TR] [TD]16 [/TD] [TD]+6 [/TD] [TD]Ability Score Improvement [/TD] [/TR] [TR] [TD]17 [/TD] [TD]+6 [/TD] [TD]Veil of Unsight [/TD] [/TR] [TR] [TD]18 [/TD] [TD]+6 [/TD] [TD]Shadow Curse [/TD] [/TR] [TR] [TD]19 [/TD] [TD]+6 [/TD] [TD]Ability Score Improvement [/TD] [/TR] [TR] [TD]20 [/TD] [TD]+6 [/TD] [TD]Extra Attack (3) [/TD] [/TR] [/TABLE] [B]Shade Form[/B]: At 1[SUP]st[/SUP] level, you gain the [I]shade form [/I]power. When you gave part of your soul to the Shadowfell, the power of that dark realm fused with your material form. As a result, you can assume a shadowy form that allows you to pass through barriers and evade enemies that you could not normally avoid. When you adopt this form, you blur, your skin becomes gray, and all the gear you carry and the clothes you wear adopt similarly dull colors. Your eyes lose their pupils, becoming blank, white orbs. You cannot damage your foes without returning to your normal form, which prevents you from doing more than maneuvering in for the kill against your enemies. 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. [B]Shadow Step:[/B] Starting at 1[SUP]st[/SUP] level, you gain the [I]shadow step [/I]power. The shadow energy surrounding every creature touches the Shadowfell slightly, for the realm of death is a creature’s eventual destination. You have the ability to walk the shadow pathways from one creature to another. Instead of a Move Action, if you are adjacent to a creature, you can teleport up to 20 feet adjacent to another creature. [B]Shadow’s Shroud: [/B]Beginning at 1[SUP]st[/SUP] level, you gain the [I]Shadow's Shroud [/I]power. The dark magic of the Shadowfell courses through your veins, tainting your soul but granting you the ability to subject an enemy to invisible shrouds that reveal its weakest points. The more of your shrouds there are on a target, the deadlier a blow you can strike against it. 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. [B]Executioners Noose: [/B]At 2[SUP]nd[/SUP] level, you gain the ability to gather shadows into the form of a noose, cast it around your foe’s neck, and pull. 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). [B]Cloak of Shades:[/B] Beginning at 2[SUP]nd[/SUP] level, while you are in dim light or darkness you can take the Hide action as a bonus action. [B]Haunting Shade[/B]: Starting at 3[SUP]rd[/SUP] level, 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 if you don’t already have it, gain darkvision out to 30 feet. [B]Shadow Darts: [/B]At 3[SUP]rd[/SUP] level, you launch a volley of chilling darts of shadow energy at your foe. 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. [B]Weapon of the Night: [/B]Staring at 4[SUP]th[/SUP] level, as a bonus action, you can create a shadowblade. It is a one handed blade with the light thrown property, 1d8 +1 (+2 at 9[SUP]th[/SUP] level, +3 at 15[SUP]th[/SUP] level) piercing damage. The blade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The shadowblade disappears if you are not touching it at the end of your turn. [B]Master of Shadows: [/B]Beginning at 4[SUP]th[/SUP] level, when you reduce any enemy to 0 hit points with your shadowblade, you gain a Gloom Shard. As a bonus action, you can expend a Gloom Shard to gain one of the following effects. [LIST] [*]You gain advantage on a single attack against an adjacent enemy until the end of your turn. [*]You gain a +5 bonus to the next Stealth check you make this turn. [*]You douse a light source until the end of your next turn. The light source must be within 10 squares of you and must be no larger than a lantern. [*]Refresh a power that would normally take a short or long rest to refresh. [/LIST] You can have up to five Gloom Shards at a time. After a long rest, your unexpended gloom shards vanish, but you gain a Gloom Shard. [B]Extra Attack: [/B]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. [B]Shadowy Escape: [/B]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 30 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. [B]Twilight Assassin: [/B]At 7[SUP]th[/SUP] level, your shadow leaps from you to attack your enemies, and the two of you fight as one. 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. Once you use this feature, you can’t use it again until you finish a short or long rest. [B]Bound by Shadow: [/B]Staring at 10[SUP]th[/SUP] level, as your weapon pierces your foe, you send deadly shadow energy coursing into it, linking your two fates. When you make a successful attack against an enemy, you can expend a Gloom Shard to activate the ability. When you are harmed, so is your foe. Until the end of the encounter, the target takes 5 damage whenever an enemy, including the target, deals damage to you. [B]Promise of Retribution: [/B]At level 13, when a foe attacks you, shadows spirit you away, and you take a small part of the foe’s being with you. You can use your reaction to teleport up to 50 feet away. Once before the end of the encounter, you can use a move action to teleport adjacent to the target. When you do so, you gain a +2 attack bonus against the target and a +5 bonus to damage rolls against it until the end of your turn. Once you use this feature, you can’t use it again until you finish a short or long rest. [B]Well of Shades: [/B]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. [B]Veil of Unsight: [/B]Beginning at 17[SUP]th[/SUP] level, you call shadows to swirl around your target, making you or an ally invisible until the end of your next turn. [B]Shadow Curse: [/B]At level 18, you utter a dark curse upon your foe as you strike it. At your bidding, the shadows you have carved from your enemies leap on that foe like rabid dogs. Until the end of the encounter, you can expend a gloom shard once per turn as a bonus action to deal 10 + your Dexterity modifier necrotic damage to the target and gain combat advantage against it until the end of your turn. [/QUOTE]
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