Elemental Assassin

Some rogues enhance their skills with deadly magic, imbuing their strikes with elemental evocations and cunning conjurations.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and the end of this archetype for your spell list.

Cantrips. You learn two Elemental Assassin cantrips. You learn an additional cantrip at 10th level.

Spell Slots. The Elemental Assassin Spellcasting table shows how many spell slots you have to cast 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.

For example, if you know the first level spell thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

Spells known of 1st-level and Higher. You know three 1st-level spells of your choice off of the Elemental Assassin spell list.

The Spells Known column of the Elemental Assassin Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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 Elemental Assassin spells you know with another spell of your choice from the Elemental Assassin spell list. The new spell must be of a level for which you have spell slots.

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

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and form the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Elemental Assassin Spellcasting

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

Elemental Sneak Attack

Also upon reaching 3rd level, you can spend 10 minutes attuning to one of the following damage types: acid, cold, fire, lightning, or thunder. While attuned, the damage you deal with your Sneak Attack becomes whichever element you are currently attuned to. You may only be attuned to one damage type at a time, and you may unattune as a bonus action.

Elemental Affinity

At 9th level, your elemental strikes become savage beyond measure. The elemental damage dealt by your Sneak Attack ignores damage resistance of the damage type you are currently attuned to.

Additionally, you gain additional passive benefits depending on which element you are currently attuned to.

Elemental Affinity