Arcane Assassin

You focus your study on magic that allows you to eliminate your foes with great stealth and precision.

Your magical effects are especially subtle and you’ve learned how to strike when a foe is at their most vulnerable. Some eldritch assassins find employment with seedy nobles, serving as a way to eliminate enemies. Others use their arcane power to give justice to the weak, while some seek their own fortunes as killers for hire.

Arcane Assassination

Starting at 2nd level, you can pinpoint the most opportune moment to strike your foes. Once per turn, if you cast a spell of 1st level or higher that requires an attack roll and can target only one creature, you can choose to deal an extra 1d6 damage to one creature you hit if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of the target, that enemy isn’t incapacitated, and you don’t have disadvantage on the spell attack roll.

The amount of extra damage increases when you reach certain levels in this class: 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

You may use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest. If you have 0 uses, you regain 1 use after a short rest.

Skeleton Key

Starting at 2nd level, you can spend 1 hour and 50 gp worth of material to create a special magic item called a skeleton key. When your skeleton key is touched to a door, a chest, a set of manacles, or another object that is held shut by a mundane lock or that is stuck or barred, it becomes unlocked, unstuck, or unbarred.

If the object has multiple locks, only one of them is unlocked.

If the object you touch is held shut with arcane lock, that spell is suppressed for 10 minutes, and the object can be opened and closed normally.

You can use your skeleton key a number of times equal to your Intelligence modifier before it loses its magic and you must construct another. As soon as you begin work on a new skeleton key, your old one crumbles into a pile of dust.

Obfuscation

At 6th level, you’ve mastered using magic to aid your concealment. As long as you can cast spells, you can Hide as a bonus action.

Improved Disguise

At 6th level, you can cast disguise self at will without expending a spell slot. When you cast this spell, your voice and speech patterns are also magically altered as you choose to aid in your disguise.

Stealth Casting

Beginning at 10th level you can weave subtlety into your magic to prevent exposing your hidden position. While hidden, your somatic and verbal spell components are imperceptible and do not reveal your location. However, other spell effects emanating from you, like bursts of light or peels of thunder, may still cause you to be noticed, as does casting a spell that requires making an attack roll.

Lay Waste

Starting at 14th level, you have learned to apply Arcane Assassination damage to a spell that uses a saving throw rather than an attack roll. If one or more creatures are forced to make a saving throw to avoid taking damage from a spell you cast, you can attempt to amplify the power of your magic by spending a use of your Arcane Assassination.

If you choose to do so, after an affected creature succeeds or fails its saving throw, but before damage is rolled, you must succeed on an Intelligence saving throw with a DC equal to 10 + 1 per creature that was affected by your amplified spell. If you succeed on this check, apply your Arcane Assassination damage to the damage roll.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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