Base Class: Rogue
The order of the Blade's Shadow is composed of a series of relentless assassins who have dedicated their lives to the bloodshed and the perfecting of their abilities. Considered reliable problem-solvers, they are deadly in close quarters combat and have enough mobility to shorten any gaps of ranged combatants, granted they use their abilities to their fullest.
Blades Diplomacy
At level 3, your training as a Blade's Shadow has improved your combat abilities beyond of the common assassin. You have trained incessantly to overwhelm targets at farther ranges, ignoring front-lines and even bodyguards on your mission. However, you are still a dangerous foe to face head-on, as you can quickly shut-down targets that try to face you within melee.
Whenever you take an attack action with a finesse weapon you are proficient with, you may choose from two options:
- The first option is a lunging attack that launches you about 15 ft. towards the target, ignoring any enemy in your path, as you use a superior moving technique to avoid them. This movement does not provoke attacks of opportunity, nor counts towards your total movement. This option follows the regular sneak attack rules. The lunge distance increases by 20 ft. at 9th level, to 25 ft. at 13th level and, finally, to 30 ft. at 17th level.
- The second option is a double strike on the vitals of the opponent, all while using a single attack action. Both strikes are so quick and precise, they are both eligible for sneak attack damage, but you will have to choose from one of the rolls to add your sneak attack damage. The Blade's Shadow technique is capable of surpassing the limits of the body, hitting with extreme lethality.
Last Breath
A technique perfected by the Blade's Shadow assassin is that of relentlessly pressuring their opponents, making them bleed with even deeper wounds all over.
When you damage a creature with your abilities, you apply a stack of Last Breath on it, capping up to three stacks. When hitting a creature with three stacks of Last Breath, The creature must make a Con Save (DC= 8+Dex modifier+ proficiency+ tier of the weapon). On a fail, it bleeds for 4d8 damage at lvl 3. This damage increases by 2d8 on lvl 9, lvl 13 and lvl 17. This damage will not trigger on enemies that don't have blood, like constructs and undeads. If the target passes the save, it only takes half the damage. If a creature or any other creature takes an action to patch the wound up BEFORE the end of the creature's turn, it regains half the damage dealt by this ability.
Shadow Spinners
At lvl 9, your training with the daggers grants you access to the most useful tool of the Shadows: The spinners: Daggers made with the purpose of being launched, attached to a thin string, that the assassin pulls at the end of the arc, maiming the legs of their opponents. This ability uses the control and knowledge of weak spots of the wearer to make the technique be even more effective.
Using an action, the assassin launches a 15 ft. cone of bladed spinners forward, forcing a dex save from the targets (DC: 8+dex mod+Proficiency Score). On a fail, it suffers your sneak damage+dex modifier, 10 ft speed reduction, as well as a Last Breath Stack. On a pass, takes half and does not get stacked.
This ability is directly linked to an equipment you acquired, called shadow spinners. The way you acquire such weapon is up to you to work with your DM: did your master pass it on to you? Did you steal it from someone? Was it custom-made by a blacksmith? The choice is up to DM and player. The weapon may be coated just like other weapons with either silver or adamantine coating.
Assassin's Path
Adaption is the key word for a shadow. At lvl 9, your training has broke through and increased your mobility, as well as your quick-thinking, re purposing one of your daggers as a climber's hook.
You gain climbing speed equal to your movement speed. Your movement speed increases by 5 ft. You may end your movement clinging to vertical surfaces, as long as you have a free hand to use your climber's hook.
Core Teachings
You adquire the knowledge of two arts of elder assassins from the order, infusing the knowledge in your own abilities and mimicking their weapons: The Duskblade and the Ghostblade. Both relentless assassins that were specialized in their art of execution.
Duskblade of Draktharr: The jagged blade of Draktharr was apt into ambushing targets when they least expect it. When attacking a target out of stealth, you deal an extra 2d8 weapon damage to the creature.
Youmuu's Ghostblade: The thin blade of Youmuu moved across the shadows like a blur, impossible to be pinpointed or tracked. When under dim light or total darkness, you gain +10 ft of movement speed and may move at your regular speed without breaking stealth.
Shadow Assault
The Trump card of the Blade's Shadow, a technique that builds all the utility of the hunter and is the cornerstone of his deadly kit. Such an ability is well-kept as a secret within the ranks of the assassins, for the only ones that know of its existence are killed by it.
As an action, you use a secret technique of the shadows, rendering you invisible, followed by a stealth roll. As you do this, you release a hail of spinners in a 20 ft radius around you, forcing all creatures you choose to make a dexterity saving throw against your Shadow Spinners save. The targets have disadvantage if you use this action while stealthed. The blades spin around the area until the end of your next turn, where they converge onto you, forcing another dex save from Shadow Spinners and reapplying the effects of the blades. It generates two marks of Last Breath with this.
If you hit a target with Noxian Diplomacy, the blades converge onto the target, as he makes the second save with disadvantage.
After using this ability once, you must make a long rest until you can use it again.
Previous Versions
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