Base Class: Ranger
Shadow assassins are masters of stealth, moving about the battlefield unseen and unsuspected. They are not the masters of traps that rogues are, nor as adept at combat as monks, but like both those classes they serve as useful support from an unexpected quarter. Their combat style is focused on selecting a specific foe and taking it down as quickly as possible, even if that requires a (brief) head-on confrontation. Shadow assassins are particularly adept at manipulating shadowy terrain to serve their needs, though their skills are not without uses elsewhere as well.
It is worth noting that the shadow assassin’s primary focuses are mystically using shadow for utility and concealment rather than movement, and killing targets through weapon skill and mystic concentrate rather than poison or careful study of a foe’s weaknesses.
Shadowmeld
A shadow assassin is trained to be one with the shadows, wrapping himself in mystic cloaks of darkness. The effects of shadowmeld work only in areas of dim or less light. Even a single square of dim light is enough, as long as the shadow assassin is in it, as is an area concealed by dust or smoke.
A shadow assassin rolls with Advantage on Stealth checks made in conditions of dim or darker lighting. This bonus does not stack with any bonus to stealth gained from invisibility effects, and works even against targets with darkvision, scent or similar senses.
Advantage Skills
At 4th level, Shadow assassin’s comfort within and mastery of shadows allows him Advantage to any Acrobatics, Athletics, Intimidation, Sleight of Hand check made in conditions of dim or darker lighting.
Camouflage
At 8th level, the Shadow Assassin can physically wrap himself in the shadow from dim or less light, using it as camouflage and making him more difficult to see even for targets with darkvision.
- Any creature has disadvantage on attack rolls against you.
- The shadow assassin gains 20% concealment in dim or less lighting, even from creatures with darkvision or non-visual senses. (Normally dim light provides 20% concealment only against targets with normal vision).
- An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Shadow Strike
When rolling initiative at the start of combat, you now add your wisdom modifier in addition to your dexterity, to your initiative modifier. Also, you apply dark magics to an additional attack, a successful hit causes psychic damage which equals 1d8+ your ranger level
Hunter's Mark Target
Shadow Sight
You see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic to a range of 90 ft
Dark Deliverance
At 7th, once per turn when you successfully hit a target with a weapon attack, you may choose to expend a spell slot to deal additional psychic damage to the target. The damage is equal to 3d6 psychic damage, and using a spell slot of 2nd level or higher increases the damage by 1d6 per spell level
Mindful Horror
At 7th, whenever a creature takes damage from your Dark Deliverance while expending a spell slot of 2nd level or higher, they must make a wisdom saving throw against your ranger spell save dc (8+prof.+wisdom) or become blinded and stunned until the start of your next turn.
Silent Shade
At 11th level, your movements have become completely silent. While in dim light or darkness you make no audible noise. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Foes with tremorsense have reduced range(half of the normal range) to detect you.
One with the Dark
As a bonus action on your turn you may choose to become incorporeal an amount of times equal to your wisdom modifier per long rest, as shadow and darkness surrounds and obscure your visage and sound. For this turn, you attack with advantage and attacks made against you are done at disadvantage. Additionally you may choose to expend a spell slot of 2nd level or higher to use this feature if you have exhausted your uses for the day.
Comments