Class Features
Shadow Assassin As a shadow assassin, you have the following class
features:
Few creatures embrace shadow magic without both a HitPoints (Rogue)
compelling reason and a measure of desperation. Not
Hit Dice: 1d8 per shadow assassin level
many visit the Shadowfell willingly, let alone pledge a
Hit Points at 1st Level: 8 + your Constitution modifier
shard of their souls to it. Yet that is exactly what Hit Points at Higher Levels: 1d8 (or 5) + your
assassins, and other practitioners of shadow magic, do Constitution modifier per shadow assassin level after
to gain their power. 1st
As an assassin, you cede a portion of yourself to Proficiencies (Rogue)
the Shadowfell, replacing a fundamental part of your
being with a dark reflection of your true self. At times, Armor: Light armor
you can manifest this twisted image in place of your Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
body so that you can face attacks with little cause for
Tools: Poisoner’s kit.
concern. Also, the infusion of shadow magic allows you
to spot the weakest points in a victim’s defenses. With a Saving Throws: Dex (Rogue) / Char (Warlock)
few moments of study, you can reduce even the Skills: Choose four from Acrobatics, Athletics,
stoutest warrior to a corpse. Deception, Insight, Intimidation, Investigation,
Perception, Persuasion, Sleight of Hand, Stealth,
You are an outcast. You traded away part of Religion (Rogue)
your soul for the power of death. Perhaps you seek
justice against a powerful enemy, or maybe you had no Equipment
other way to preserve yourself in the face of a bleak,
You start with the following equipment, in addition to
uncaring world. Whatever drew you onto the assassin’s the equipment granted by your background:
path, you are an avatar of death and a trained killer
from whom few can escape unharmed. • (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a
If others know that you are an assassin, you shortsword
might find that few trust you. In some civilized realms, • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
the study of shadow magic and assassination is banned explorer’s pack
on pain of death. In the past, and as a response to the • Leather armor, two daggers, and poisoner’s kit.
outcry against them, assassins formed coteries, or
guilds, of like-minded slayers, and each one delves into Otherworldly Patron (Warlock)
the study of shadow magic and develops unique At 1st level, you cede a portion of yourself to the
methods of killing. A guild provides you with a measure Shadowfell, replacing a fundamental part of your being
of protection, and its grandmasters expect obedience with a dark reflection of your true self. Your choice
and fealty. The wars between guilds, and the struggles grants you features at 1st level and again at 6th, 10th,
within them, might never spill into mass battles, but and 14th level.
they still leave dozens of slain folk in their wake.
Assassin’s Shroud (Assassin 4e)
You gain the assassin’s shroud power. The dark magic of
the Shadowfell courses through your veins, tainting
your soul but granting you the ability to subject an
enemy to invisible shrouds that reveal its weakest
points. The more of your shrouds there are on a target, the end of the class description. When you gain certain
the deadlier a blow you can strike against it. shadow assassin levels, you gain additional invocations
of your choice, as shown in the Invocations Known
Once per turn, on your turn, as a bonus action, column of the Shadow Assassin table.
you may subject a target to your shroud. If the target is
already subjected to the user's shroud, it is subject to an Additionally, when you gain a level in this class,
additional shroud, to a maximum of four. Shrouds end you can choose one of the invocations you know and
when invoked by the user, when the user uses replace it with another invocation that you could learn
assassin's shroud against a different enemy, or at the at that level.
end of the encounter.
Pact Boon - Pact of the Blade (Warlock)
The user can choose to invoke all shrouds on a At 3rd level, your otherworldly patron bestows a gift
target before making an attack roll against the target. If upon you for your loyal service.
so, that attack deals additional damage, which does not
benefit from bonuses to damage rolls. If the attack hits, You can use your action to create a pact
the additional damage is 1d4 shadow damage per weapon in your empty hand. You can choose the form
shroud. If the attack misses, the additional damage is that this melee weapon takes each time you create it
calculated as though one fewer shroud were invoked. (see chapter 5 for weapon options). You are proficient
with it while you wield it. This weapon counts as
The target must be a creature within 50 feet magical for the purpose of overcoming resistance and
range that the user can see. immunity to nonmagical attacks and damage.
Each shroud damage increases as you gain Your pact weapon disappears if it is more than 5 feet
levels in this class, as shown in the Shroud column of away from you for 1 minute or more. It also disappears
the Shadow Assassin table. if you use this feature again, if you dismiss the weapon
(no action required), or if you die.
Thieves’ Cant (Rogue)
During your Guild Training you learned thieves’ cant, a You can transform one magic weapon into your
secret mix of dialect, jargon, and code that allows you pact weapon by performing a special ritual while you
to hide messages in seemingly normal conversation. hold the weapon. You perform the ritual over the
Only another creature that knows thieves’ cant course of 1 hour, which can be done during a short rest.
understands such messages. It takes four times longer You can then dismiss the weapon, shunting it into an
to convey such a message than it does to speak the extradimensional space, and it appears whenever you
same idea plainly. create your pact weapon thereafter. You can’t affect an
artifact or a sentient weapon in this way. The weapon
In addition, you understand a set of secret signs ceases being your pact weapon if you die, if you
and symbols used to convey short, simple messages, perform the 1-hour ritual on a different weapon, or if
such as whether an area is dangerous or the territory of you use a 1-hour ritual to break your bond to it. The
a thieves’ guild, whether loot is nearby, or whether the weapon appears at your feet if it is in the
people in an area are easy marks or will provide a safe extradimensional space when the bond breaks.
house for thieves on the run.
Ability Score Improvement
Shadow Invocations (Warlock) When you reach 4th level, and again at 8th, 12th, 16th,
In your study of occult lore, you have unearthed and 19th level, you can increase one ability score of
shadow invocations, fragments of forbidden knowledge your choice by 2, or you can increase two ability s cores
that imbue you with an abiding magical ability. of your choice by 1. As normal, you can't increase an
At 2nd level, you gain two shadow invocations ability score above 20 using this feature.
of your choice. Your invocation options are detailed at
Mystic Arcanum include demon lords such as Demogorgon, Orcus,
At 11th level, your patron bestows upon you a magical Fraz’Urb-luu, and Baphomet; archdevils such as
secret called an arcanum. Choose one 6th-level spell Asmodeus, Dispater, Mephistopheles, and Belial; pit
from the warlock spell list as this arcanum. fiends and balors that are especially mighty; and
ultroloths and other lords of the yugoloths.
You can cast your arcanum spell once without
expending a spell slot. You must finish a long rest before Shadow Step (Monk)
you can do so again.
At 6th level, you gain the ability to step from one
At higher levels, you gain more warlock spells of shadow into another. When you are in dim light or
your choice that can be cast in this way: one 7th-level darkness, as a move action you can teleport up to 60
spell at 13th level, one 8th-level spell at 15th level, and feet to an unoccupied space you can see that is also in
one 9th-level spell at 17th level. You regain all uses of dim light or darkness. You then have advantage on the
your Mystic A canum when you finish a long rest. first melee attack you make before the end of the turn.
Stroke of Luck Cloak of Shadows (Monk)
At 20th level, you have an uncanny knack for
By 11th level, you have learned to become one with the
succeeding when you need to. If your attack misses a
shadows. When you are in an area of dim light or
target within range, you can turn the miss into a hit.
darkness, you can use your action to become invisible.
Alternatively, if you fail an ability check, you can treat
You remain invisible until you make an attack, cast a
the d20 roll as a 20.
spell, or are in an area of bright light.
Once you use this feature, you can’t use it again
Hurl Through Hell
until you finish a short or long rest.
Starting at 14th level, when you hit a creature with an
attack, you can use this feature to instantly transport
Otherworldly Patrons (Warlock) the target through the lower planes. The creature
The beings that serve as patrons for shadow assassins
disappears and hurtles through a nightmare landscape.
are mighty inhabitants of other planes of existence—
not gods, but almost godlike in their power. Various At the end of your next turn, the target returns
patrons give their shadow assassins access to different to the space it previously occupied, or the nearest
powers and invocations, and expect significant favors in unoccupied space. If the target is not a fiend, it takes
return. 10d10 necrotic damage.
Some patrons collect warlocks, doling out Once you use this feature, you can’t use it again
mystic knowledge relatively freely or boasting of their until you finish a long rest.
ability to bind mortals to their will. Other patrons
bestow their power only grudgingly, and might make a Guild Training (Assassin 4e)
pact with only one shadow assassin. Warlocks who Assassins gain their abilities by following a training
serve the same patron might view each other as allies, regimen developed by a particular guild. Even an
siblings, or rivals. assassin taught by an individual master studies a set of
teachings that were once developed by a guild.
The Shadow
You have made a pact with a fiend from the lower Assassins’ guilds claim towns and other
planes of existence, a being w hose aims are evil, even if territories as their hunting grounds. Nonguild assassins
you strive against those aims. Such beings desire the who seek to practice their art must first gain the
corruption or destruction of all things, ultimately permission of the local grandmaster of assassins. In
including you. Fiends powerful enough to forge a pact some areas, particularly large cities that have many
potential contracts, two guilds go to war for control of
the slayers’ trade. In that situation, you must choose a Chains of Carceri
side or face the wrath of both factions. Prerequisite: 15th level
On 3rd level, choose one of the following You can cast hold monster at will—targeting a celestial,
options. The choice you make gives you the benefit fiend, or elemental—without expending a spell slot or
described below. material components. You must finish a long rest before
you can use this invocation on the same creature again.
Night Stalker
Devil’s Sight
You gain a bonus to damage rolls equal to your
You can see normally in darkness, both magical and
Charisma modifier against any target that is adjacent to
nonmagical, to a distance of 120 feet.
none of your enemies.
The drow assassins who founded this guild at Raven Sight
Lolth’s instruction held that fear and misdirection are as You can cast detect magic at will, without expending a
deadly as a poisoned blade. This tradition teaches how spell slot.
best to draw on shadow magic to terrorize and deceive
Shroud Spear
enemies.
When you cast a shroud on a target, its range is 100
Bleak Disciple feet.
Starting at 1st level, when you reduce a hostile Eyes of the Rune Keeper
creature to 0 hit points, you gain temporary hit points You can read all writing.
equal to your Charisma modifier + your shadow assassin
level (minimum of 1). Fiendish Vigor
You can cast false life on yourself at will as a 1st-level
Githyanki brought the tradition of the Bleak spell, without expending a spell slot or material
Disciple from the Astral Sea. It teaches its adherents to components.
forge the stuff of shadow into a weapon they can use
against their foes. Its strictest followers keep a white Gaze of Two Minds
cloth that they dab in the blood of each slain foe, and You can use your action to touch a willing humanoid
before they attack a chosen target, they reflect on this and perceive through its senses until the end of your
memento of the foes they have defeated. next turn. As long as the creature is on the same plane
of existence as you, you can use your action on
subsequent turns to maintain this connection,
Shadow Invocations extending the duration until the end of your next turn.
If a Shadow invocation has prerequisites, you must While perceiving through the other creature’s senses,
meet them to learn it. You can learn the invocation at you benefit from any special senses possessed by that
the same time that you meet its prerequisites. creature, and you are blinded and deafened to your
own surroundings.
Armor of Shadows
You can cast mage armor on yourself at will, without Life drinker
expending a spell slot or material components. Prerequisite: 12th level
Ascendant Step When you hit a creature with your pact weapon, the
Prerequisite: 9th level creature takes extra necrotic damage equal to your
Charisma modifier (minimum 1).
You can cast levitate on yourself at will, without
expending a spell slot or material components.
Mask of Many Faces You can see the true form of any shapechanger or
You can cast disguise self at will, without expending a creature concealed by illusion or transmutation magic
spell slot. while the creature is within 30 feet of you and within
line of sight.
Master of Myriad Forms
Prerequisite: 15th level Executioners Noose
Every time you invoke your shrouds you can move the
You can cast alter self at will, without expending a spell shrouds target 10 feet to any directions
slot.
Dusk Step
Shadow Visions You have the ability to walk the shadow pathways from
You can cast silent image at will, without expending a one creature to another. As a move action you can
spell slot or material components. teleport up to 15 feet to a square adjacent to a different
creature.
One with Shadows
Prerequisite: 5th level Shift to ShadowFell
Prerequisite: 7th level
When you are in an area of dim light or darkness, you
can use your action to become invisible until you move You can find weak spots between ShadowFell and
or take an action or a reaction. material plane. At this spots you to teleport yourself
into ShadowFell and out to material plane without
Otherworldly Leap
spending a spell slot or material component. You can’t
Prerequisite: 9th level
do so again until you finish a long rest.
You can cast jump on yourself at will, without
Improved Pact Weapon
expending a spell slot or material components.
You can use any weapon you summon with your Pact of
Fiend Phase the Blade feature as a spellcasting focus for your spells.
Prerequisite: 5th level In addition, the weapon gains a +1 bonus to its attack
and damage rolls, unless it is a magic weapon that
When an attacker that you can see hits you with an already has a bonus to those rolls.
attack, you can use your reaction to halve the attack’s Finally, the weapon you conjure can be a shortbow,
damage against you. longbow, light crossbow, or heavy crossbow.
Visions of Distant Realms Cloak of shadow
Prerequisite: 15th level Prerequisite: 5th level
You can cast arcane eye at will, without expending a As a bonus action, you can surround yourself with a
spell slot. magical aura that looks like small flying shrouds. The
aura extends 5 feet from you in every direction, but not
Whispers of the Grave through total cover. It lasts until you’re incapacitated or
Prerequisite: 9th level you dismiss it as a bonus action. The aura grants you
advantage on Charisma (Intimidation) checks but
You can cast speak with dead at will, without expending
disadvantage on all other Charisma checks. Any other
a spell slot.
creature that starts its turn in the aura takes necrotic
Witch Sight damage equal to your Charisma modifier (minimum of
Prerequisite: 15th level O damage). Once you use this invocation, you can’t use
it again until you finish a short or long rest.
- Ao estourar a shroud, da desvantagem (ou deixar stun, contra algum teste?)
para o inimigo no proximo ataque. (considera usar prereq de duas shrouds)
- Se um cara que tiver shrod morrer gastar reaction pra mover de alvo
- Se não estourar shroud dar mais dano (reforçar juntar elas em vez de usar
todo turno)
Level Proficiency Shroud Features Invocations
Bonus Known
1st 2 1d4 Otherworldly Patron, Shroud, —
Thieves' Cant
2nd 2 1d4 Shadow Invocations 2
3rd 2 1d8 Pact Boon, Guild Training 2
4th 2 1d8 Ability Score Improvement 2
5th 3 1d8 — 3
6th 3 2d8 Otherworldly Patron feature 3
7th 3 2d8 — 4
8th 3 2d8 Ability Score Improvement 4
9th 4 2d8 — 5
10th 4 3d8 — 5
11th 4 3d8 Otherworldly Patron feature, 5
Mystic Arcanum (6th level)
12th 4 3d8 Ability Score Improvement 6
13th 5 3d8 Mystic Arcanum (7th level) 6
14th 5 4d8 Otherworldly Patron feature 6
15th 5 4d8 Mystic Arcanum (8th level) 7
16th 5 4d8 Ability Score Improvement 7
17th 6 4d8 Mystic Arcanum (9th level) 7
18th 6 5d8 — 8
19th 6 5d8 Ability Score Improvement 8
20th 6 5d8 Stroke of Luck 8