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Summoner Servant: Assassin


Hit Points

Hit Dice: d8 per Summoner Servant: Assassin level
Hit Points at first Level: 8+Constitution mod
Hit Points at Higher Levels: 1D8 (Or 5)+Constitution mod

Proficiences

Armor: Light Armor, Medium Armor, Shields.
Weapons: Simple Weapons and Martial Weapons
Tools: Thieve's Tools
Saving Throws: Dexterity and Charisma
Skills: Choose 5 from the following list:  
  • Acrobatics
  • Athletics
  • Deception
  • Insight
  • Intimidation
  • Investigation
  • Perception
  • Performance
  • Persuasion
  • Sleight of Hand
  • Stealth

Class Features

PRE-CLASS SERVANT


Before hitting level 2, the servant is relatively simple. The servant has its own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 Handaxes, or a spear and shield. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8.


Subclass Options

Assassin


Assassins gain the following ability at 1st level:
  • Presence Concealment: You can hide your presence as a servant, making your servant nature undetectable by magical means.
  • Sneak Attack: You gain the rogue's Sneak Attack feature, though a melee weapon need not be Finesse. Landing a successful sneak attack deals magical damage for the sake of overcoming resistences/immunities.
You also choose to specialize in a form of combat. Choose one of the following specialties:
  • Quick Attacker: When you take the attack action, you can then make another attack with a bonus action.
  • Poisoner: You gain proficiency with Poisoner's Kit. During a long rest, you can create a vial of basic poison, malice, or drow poison with only 50gp worth of supplies. Only one poison can be made from this process can exist and can not be sold.
  • Arcane Practicioner: You gain Spellcasting and spell slots equal to the Arcane Trickster, use the sorcerer's spell list, Charisma as your spellcasting modifier, and have a number of cantrips equal to your proficiency bonus + 1. You are not bound to only using illusion and enchantment spells.

Friend of the Night


At 2nd level, you gain the following abilities:
  • You can cast invisibility on yourself a number of times equal to your Summoner's spellcasting ability modifier. This ability fully recharges after a long rest.
  • You get 100ft of darkvision, regardless of looks.
*Because some Assassins are not the traditional "silent but deadly" type, this ability may be replaced with something else, with DM's permission.

Mark of the Killer


At 3rd level you can, once per long rest, use an action to mark a creature within 60ft of them with a Killer's Mark. Once the creature is marked, you gain the following attributes:
  • You know the location of the marked creature as long as they are on the same plane of existence as you are.
  • Your first successful attack roll against the creature after getting marked will deal critical damage on a hit.
This mark disappears once the creature is reduced to 0 HP or after an hour.

Improved Style


Also at 3rd level, you can improve upon your style of combat. Pick one of the following:
  • Cunning Action: You gain the ability to take the Dash, Disengage, or Hide action as a bonus action.
  • Fighting Style: Pick either the Archery, Dueling, Thrown Weapon Fighting, or Two-Weapon Fighting style.

Uncanny Dodge


Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you

Expertise


At 6th level, you gain expertise with 2 skills that you're currently proficient in.

Evasion


Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Nimble Acrobat


At 8th level, you gain a variety of bonuses related to your acrobatic abilities.
  • Your base move speed increases by 10ft
  • You gain a climb speed equal to your move speed.
  • Running jumps gain a distance bonus in feet equal to your dexterity modifier.

Independent Action


At 9th level, your range of operations triples. Your tether range to your master increases to 90ft, allowing for better ethereal travel and reconnaissance. This applies to entering, moving around, and exiting the ethereal plane.

Powerful Criticals


At 11th level, your critical strikes become more deadly than they already are. Whenever you land a critical hit, you roll your weapon's maximum damage. Additionally, your critical hits can bypass any form of damage resistance.

Slash and Dash


At 13th level, you can't trigger oppurtunity attacks if you've moved away from a hostile creature after attacking them. On top of that, if your servant attacks with a finesse weapon, they may add both their strength and dexterity modifier to their damage rolls.

Total Assassination


At 20th level, your assassin's Noble Phantasm has fully evolved to be extremely lethal. Select all creatures that either you or your servant can see within 200ft. Your servant will then begin to simultaneously attack all selected creatures. You have the choice of having your assassin kill them or drop them to 0 and stay unconscious. If the target is killed, they make no audible sounds and their bodies turn into thin, whispy black smoke.


Created by

n0753w.

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