Clan Eshin Acolyte (5e Class)

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Clan Eshin Acolyte

Clan Eshin is, by far, the most villainous of the Skaven clans (which is really saying something). This mysterious clan trains stealthy spies and murderous Assassins-for-hire. Clan Eshin has eyes everywhere and its deadly operatives are scattered throughout the Under-Empire, as well as secreted about the cities of the surface dwellers. For the right price, the black-clad agents of Clan Eshin will steal any information, commit any act or sabotage or slay any rival required. Considering the treacherous, scheming and paranoid nature of Skaven, it is no wonder that Clan Eshin has become so powerful. Clan Eshin provides an unseen force with which the Council of Thirteen and other powerful Skaven maintain (or gain) their positions of power. Within the highly feared Caverns of Unyielding Shadow, the Clan Eshin district deep in the belly of Skavenblight, treaty-pacts are claw-marked and the doom of many rivals is assured.

Class Details


Creating a Eshin Acolyte

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Why might you choose Clan Eshin? Do you seek power amongst the clans? Do you want the secrets implied by their ancient expertise? Or do you just want to be the most impressive killer available?

Quick Build

You can make a Eshin Acolyte quickly by following these suggestions. First, <Dexterity> should be your highest ability score, followed by Intelligence or Constitution. Second, choose the urchin background. Third, choose padded armor, 2 daggers, and 3 throwing daggers.


Class Features

As a Eshin Acolyte you gain the following class features.

Hit Points

Hit Dice: 1d8 per Eshin Acolyte level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eshin Acolyte level after 1st

Proficiencies

Armor: Light
Weapons: Simple
Tools: none
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Survival, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

    Table: The Eshin Acolyte

    LevelProficiency
    Bonus
    Features
    1st+2Chosen Slave, Deadly Strike
    2nd+2Intense Training Regime
    3rd+2Subclass options, Silent Assassin or Battlefield Executioner
    4th+2Ability Score Improvement, Additional Poisoner Adept
    5th+3Deadly Strike Upgrade
    6th+3Intense Training Regime Upgrade
    7th+3Gold for Blood/Contract Killer
    8th+3Ability Score Improvement, Extra Attack
    9th+4Subclass Feature, Wiry Acrobat or Charge From the Shadows
    10th+4Additional Poisoner Expert
    11th+4Deadly Strike Upgrade, Intense Training Regimen Upgrade
    12th+4Ability Score Improvement, Warpstone Poisoner
    13th+5Subclass Feature, Infallible Strike or Expert Duelist
    14th+5Predator of Man/Rats “Grace”
    15th+5Rat Fu
    16th+5Ability Score Improvement, Extra Attack
    17th+6Subclass Feature, Locked Room Murderer or Whirl of Weeping Blades
    18th+6Death Master
    19th+6Ability Score Improvement
    20th+6Black 13

    Chosen Slave L1

    Unarmed proficiency with 1d4 damage and biting (situational gain +2 resistance to corruption or insanity) Gain Skaven Pheromones and Queekish as 2 languages with normal skaven lore Black Skaven racial bonus Racial Bonus Black Fur Bite attack 1d6+S -1 str +2 Dex Stealth or Acrobatics or Athletics>

    Deadly Strike L1-11

    V1 2 uses of 2D6 damage on a single hit per day this hit must be from a concealed position and be on a creature you are hidden from (successful Stealth Check) V2 3 uses of 3D6 Damage on a single hit per day must be from a concealed position(stealth check) V3 4 Uses of 3D6 Damage on a single hit per day this cannot be used twice in a single turn

    Intense Training

    V1 You gain a climb and dig speed of 5ft when climbing or digging the surfaces must be acclimated to climbing and digging such as sand or loose dirt or rocky walls and natural rock faces with hand holds V2 Your climb and dig speed increases to 10ft you may now attempt to make a dexterity or acrobatics check to either climb faster or more difficult surfaces than above allowed V3 Your Climb speed increases to half your movement speed and retains the same rules unless equipped with eshin climbing spikes your dig speed remains 10 ft however you may now make a strength or constitution check to break through layers of cobblestones or thin areas of concrete or rock if there is dirt beyond it.


    Gold for Blood/Contract Killer

    Gain advantage on deception and persuasion when negotiating contracts or prices for your marks or related.


    Poisoner Adept

    Gain access to poisoners tools and may have one induction blade this is a 1 damage weapon designed to deliver one of 4 toxins each last one round and the DC is equal to 8+ half your crafting roll rounded down at this level you can use Poison(poisoned condition),Rust(Half move and disadvantage on next attack),Disease(Cause immediate reaction plague this gives disadvantage on constitution saves and checks),Shock(enemy is unable to take reactions or bonus actions)

    Additional Poisoner Expert

    gain 4 more poisons and may apply poisons to your normal weapons for an action poisons now last a minute with the same DC as above Venom (1d10 poison damage and poisoned),Tetanus(quarter move no more than one action per turn),Virulence(Auto fail Con saves this cannot be used more than once on the same target for 24 hours),Trauma(enemy succumbs to madness for a moment immediately collapsing and going prone and is unable to take actions except to defend itself from direct attacks considered blind a deaf)


    Warpstone Poisoner

    Final upgrade allowing you to coat a weapon in warpstone dust or fluid these weapons are fragile but deadly causing the enemy to make corruption saves or gain mutation and madness based on the same craft DC these weapons break after a 1D4+1 uses if the craftsmanship is above 16 if below but above 12 it is 1 if its 18+ its 5

    ==== Predator of Man/Rats “Grace”

    ====

    This ability lets you track a quarry regardless of terrain you are proficient in survival when you have the blood or scent of your prey such as on recently worn clothing or items they keep on their body regularly additionally when traveling in areas that include medium gaps or difficult terrain such as rooftops or rocky hillsides you take no negatives to movement

    Rat Fu

    Your tail i capable of equipping a weapon this is able to be changed or attacked with as a bonus action additionally you may now use dexterity for grapple checks as well as strength

    Death Master

    A good assassin knows when to play dead you are able to enter a stasis for a period of hours equal to your con modifier during this time your are impervious to non active perception checks you cannot move or be affected by gravity as long as you have three points of contact you cn end this at any time and be considered hidden to the target

    Black 13

    The personally assassins of the Grey seers have no need to announce themselves for all fear their name. When you kill an opponent you may use your bonus action to intimidate an enemy within visual range additionally at this level you may collect individual kill titles and trophies to increase your infamy with allies and enemies alike.

    Ability Score Improvement(ABSI)

    When you reach 4th level, and again at 8th, 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. As normal, you can't increase an ability score above 20 using this feature.


    Battlefield Executioner

    Far More melee focused less skills and tricks but more consistent raw DPS A

    <Martial Mastery

    > <!-Class feature game rule information->

    <Charge From Shadow>

    <!-Class feature game rule information->

    <Expert Duelist>

    <!-Class feature game rule information->

    <Whirl of Weeping Blades>

    <!-Class feature game rule information->

    Silent Assassin

    <Silent Assassin: Silent and Deadly master assassins that the clan is known for not durable but able to slit throats with ease and escape undetected>

    Tricks of the Trade

    <!-Class feature game rule information->

    Wiry Acrobat

    <!-Class feature game rule information->

    Infallible Strike

    <!-Class feature game rule information->

    Locked Room Murderer

    <!-Class feature game rule information->

    Battlefield Executioner

    Far More melee focused less skills and tricks but more consistent raw damage.

    <Charge From Shadow>
    <Expert Duelist>
    <Whirl of Weeping Blades>

    <!-Class feature game rule information->

    Multiclassing


    Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

    Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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