Roguish Archetype: Arcane Assassin

You hone your skills in assassination through the use of arcane powers. You hone your stealth and movement skills through arcane powers to do things like remaining hidden when using spells, to silently move and hide from anywhere, and to even use your sneak attack with your spells eventually. Anything to gain an advantage and take out your target by whatever means you can as effectively and silently as you can.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots The Arcane Assassin Spellcasting 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.

Spells Known of 1st-Level and Higher You know three 1st-level spells of your choice from the evocation and transmutation spells on the wizard spell list.

The Spells Known column of the Arcane Assassin Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell.

Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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

Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 -- -- -- 4th 3 4 3 -- -- -- 5th 3 4 3 -- -- -- 6th 3 5 3 -- -- -- 7th 4 6 4 2 -- -- 8th 4 6 4 2 -- -- 9th 4 7 4 2 -- -- 10th 4 8 4 3 -- -- 11th 5 8 4 3 -- -- 12th 5 9 4 3 -- -- 13th 5 10 4 3 2 -- 14th 5 10 4 3 2 -- 15th 5 11 4 3 2 -- 16th 5 11 4 3 3 -- 17th 5 11 4 3 3 -- 18th 5 11 4 3 3 -- 19th 5 12 4 3 3 1 20th 5 13 4 3 3 1

Mist Walk

Starting at 3rd level, as a bonus action you can surround yourself in mist and move up to 15 feet in any direction to an unoccupied space that you can see. You may use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of this ability after finishing a short or long rest.

Silent Spellcasting

Starting at 9th level, you can cast a spell without any somatic or verbal components. You may use this feature a number of times equal to half you rogue level rounded down. You regain all uses of this skill after a long rest.

Arcane Sneak Attack

Starting at 13th level, your sneak attack now also works when attacking a single-target with a cantrip or spell that requires an attack roll. You must still meet the normal requirements for a regular sneak attack to use this ability, and you can only deal Sneak Attack damage once per turn.

Mist Sneak

Starting at 17th leve, Your Mist Walk can now be used a number of times equal to twice your Intelligence modifier (minimum 2) before needing to be recharged with a short or long rest. In addition, the distance you can travel with this ability also increases to 30 feet.

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This is version 4.3 (July 14th, 2016)