Rogue
Base Class: Rogue

The Astral Assassin is said to be one of the "legendary" abilities any rogue strives for, but it can only be taught from one rogue to another. The ability of the "Astral Jump" cannot be learned and only taught. Some hunt for years trying to find a rogue who knows such the coveted skill, but because of the abilities they posses it can be understood why they are hard to find. History tells us that the first account of such an ability dates back many years. Records were recorded that an Alchemist's Library was robbed and of the items stolen, a liquid substance brought back from the Astral Plane for study was missing. Records then proceed to show multiples thefts through out the city and nearby surrounding villages. The only account of someone seeing the culprit was for a quick instance. They were caught robbing the witnesses' home, but before they could even react, the thief vanished in a rush of dark blue energy. Many more accounts are made through out history of the same occurrence and the same sightings, some people believe there still might be only one "Astral Assassin" in the known world. No one knows the honest truth though

Astral Jump

You may teleport up to 30 feet once per turn as a movement action. Upon coming out of the teleport, you have advantage on a single attack for the duration of your turn

Hidden Teleport: You may attempt to stealth upon teleporting. If you teleport to an area in dim light, darkness or concealment, you have advantage on your stealth check.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Backstab: you can maximize your damage dice if you are behind your target

Astral Assist

Starting at 9th level, you may teleport one willing creature with you when you use Astral Jump. If you attempt to teleport an unwilling creature, the creature must succeed at a Wisdom saving throw (DC = AC) to negate the attempt. This can only be used to teleport creatures up to one size category larger than the user. You must wait 30 seconds (5 rounds) before using this ability again.

Astral Warp

Starting at 13th level, you may as an action cast the spell Dimension Door. However as an action on your following turn you may choose to teleport back to your original location when you first cast the spell. You may use this once before you must finish a short or long rest

Astral Assault

When you reach 17th level, you gain a number of Astral Charges equal half your Intelligence modifier, which you regain after you finish a long rest. On your turn you may as an action use an 'Astral Charge' to do one of the following:

  • Astral Assassination: you teleport up to 60 feet to an unoccupied space you can see, and deal a devastating blow on one enemy. If it kills the target, whoever saw your killing blow have to make a wisdon saving throw (DC = 20) or gets frightened. The damage of that attack is equal 10d10 + 50 on a normal blow and 10d10x2 + 100 on a crit.
  • Flurry of blows: you teleport up to six times to different enemies up to 30 feet of distance of each other and 120 feet of distance from your original standing point. In each teleport you deal a strike that only needs a 10 on the d20 to hit and deals your normal attack damage (sneak attack bonus may apply). If you miss one of the attacks, you recieve an opportunity attack from the victim and can't keep attacking

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes