Ghost Fiend Assassin (5e Subclass)
Rogue: Ghost Fiend Assassin
Members of the Ghost Assassin Syndicate, depending on who you ask, are either an order of assassins or specters of death itself. The members of this guild preserve ancient techniques, passed down through generations of recruitment, by which a person becomes a spirit, and how that spirit can kill. Addicted to the ethereal, they see themselves as the ultimate assassins in which they slay in broad daylight, and escape invisibly into the air.
- Ghostly Form
Beginning when you choose this archetype at 3rd level, as a bonus action, you can magically turn invisible until for 1 minute, until you attack, make a damage roll, or force someone to make a saving throw.
At 13th level, you can become ethereal while you are in your ghostly form. When ethereal, you can move through creatures and objects as if they were difficult terrain. You can also move up or down or any direction as if floating, treating vertical movement as difficult terrain. While ethereal you cannot take damage from anything outside of the ethereal plane nor can you deal damage or cast spells outside of it. You can see only in black and white, and you can see through objects to a maximum distance of 60 feet. While in this form, magical darkness or any magical effects that target a creature sight or hearing still affects you as normal.
At 17th level, while in your ghostly form, you no longer have to treat any of your ethereal movement like difficult terrain.
You can use this feature three times. You regain all your expended uses after you take a short or long rest.
- Frightful Attack
At 3rd level, you strike terror into your victim's heart when you disappear out of thin air after delivering a precise, crippling blow. Whenever you hit a creature with a sneak attack while invisible, you can cause the target to make a Wisdom saving throw (DC equals 10 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You have advantage in all your attacks against a target frightened by this feature. Once a creature has been affected by this ability, it can't be affected by it again for 24 hours.
At 9th level, you deal extra damage equal to 2d6 psychic to successful hits against creatures frightened by you with this ability. This extra damage increases by 1d6 when you reach 13rd level (3d6), and 17th level (4d6).
- Deathly Silent
By 9th level, you have trained yourself to make almost no noise while stalking your targets. You can use your Stealth proficiency, without disadvantage, when moving at full speed or taking the dash action. You have advantage on Dexterity (Stealth) checks involving sound, and you cannot be detected by creatures using tremor sense.
- Ghostly Chill
At 13th level you gain the ability to see through magical darkness and you can duplicate the effects of the spell darkness as a bonus action, centered on yourself with a 30-foot radius. Additionally, you gain the chill touch cantrip. Your ability to cast this spells is Intelligence.
You can use this feature three times. You regain all your expended uses after you take a short or long rest.
- Ghost Sight
At 17th level, no target can hide from your sight. You see invisible creatures and objects as if they were visible, and you can see into the ethereal plane. Ethereal creatures and objects appear ghostly and translucent.
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