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Necro-Assassin


Hit Points

Hit Dice: d8 per Necro-Assassin level
Hit Points at first Level: 8 + CON Mod
Hit Points at Higher Levels: 1d8 + CON Mod per level after first

Proficiences

Armor: Light
Weapons: Simple weapons, hand crossbows, shortswords, longbows
Tools:
Saving Throws: DEX, INT
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Arcana, History, Medicine, and Religion

Class Features

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as show n in the Sneak Attack column of the Necro-Assassin table.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Bonus Proficiencies

When you reach 3rd level you may select either dagger or a range weapon of your choice and either disguise kit or poisoner's kit and gain proficiency in both and again at 9th level.

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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Grim Harvest


At 5th level, you gain the ability to reap life energy from creatures you kill. Once per turn when you kill one or more creatures with a spell of 1st level or higher or with a dagger, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy, or half the damage of the attack if with a dagger. You don’t gain this benefit for killing constructs or undead.

Magical Ambush


Starting at 6th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

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.

Inured to Undeath

Beginning at 11th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Blindsense

Starting at 13th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Dead Mind

By 14th level, you have acquired the ability to mimic the empty mind of the dead. You gain proficiency in Wisdom saving throws.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature with a weapon or necromancy spell that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Necromancy Mastery

At 20th level, you have achieved such mastery over necromancy spells that you can cast them at will. Choose a 1st-level, a 2nd-level and 2 3rd-level Necro-Assassin spells that are in the School of Necromancy. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange any of the spells you chose for different necromancy spells of the same levels.
 


Starting Equipment

  • (a) 2 daggers or (b) a shortsword
  • (a) A shortbow and a quiver of 20 arrows or (b) a crossbow, light and a pouch of 20 crossbow bolts
  • (a) A burglar's pack, (b) scholar's pack or (c) explorer's pack
  • (a) Padded armour and a disguise kit or (b) leather armour and a poisoner's kit

 


Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and here for the Necro-Assassin spell list.

Cantrips. You learn three cantrips: chill touch and two other cantrips of your choice from the Necro-Assassin spell list. You learn another Necro-Assassin cantrip of your choice at 9th level and 20th level.

Spell Slots. The Necro-Assassin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level Necro-Assassin spells of your choice, one of which you must choose from the necromancy spells on the Necro-Assassin spell list. The Spells Known column of the Necro-Assassin table shows when you learn more Necro-Assassin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Necro-Assassin spells you know with another necromancy spell of your choice from the Necro-Assassin spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Necro-Assassin spells, since you learn your spells through dedicated study of the dead and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Necro-Assassin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


LevelProficiency BonusSneak AttackFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+21d6Sneak Attack-----------
2nd+21d6Cunning Action-----------
3rd+22d6Bonus Proficiencies, Assassinate332--------
4th+22d6Ability Score Improvement343--------
5th+33d6Grim Harvest3431-------
6th+33d6Magical Ambush34421------
7th+34d6Evasion35421------
8th+34d6Ability Score Improvement364211-----
9th+45d6Bonus Proficiencies, Extra Cantrip464311-----
10th+45d6Ability Score Improvement474321-----
11th+46d6Inured to Undeath4843211----
12th+46d6Ability Score Improvement4843311----
13th+57d6Blindsense4943321----
14th+57d6Dead Mind41043322----
15th+58d6-410433221---
16th+58d6Ability Score Improvement411433321---
17th+69d6Death Strike4114333211--
18th+69d6-4114333221--
19th+610d6Ability Score Improvement41243332211-
20th+610d6Necromancy Mastery, Extra Cantrip513433322111

Created by

Leubast.

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