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Oath of the Templar Assassin
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## Tenets of the Templar Assassin These tenets guide Templar Assassins in their pursuit of justice, shaping them as unseen executioners dedicated to striking with precision, pursuing their targets relentlessly, and adhering to a code of honor that keeps their methods silent yet deadly. - **Precision**: Every strike must be deliberate, eliminating waste and ensuring maximum impact. A Templar Assassin aims to incapacitate with calculated efficiency, relying on skill over brute force. - **Invisibility**: Operate under the cover of shadows and maintain anonymity. A Templar Assassin uses the element of surprise and avoids open conflict, revealing themselves only when necessary to deliver judgment. - **Judgment**: Uphold righteous justice and punish those deemed threats. A Templar Assassin is resolute in delivering justice against targets that threaten peace, using deadly force to eliminate evil. - **Relentlessness**: Pursue targets until they are vanquished. A Templar Assassin is unwavering, committed to completing their mission without surrender or retreat. Once marked, a target cannot escape judgment. ## Oath Spells You gain oath spells at the paladin levels listed. | Spell Level |Spells| |:---:|:---:| | 3rd | Hunter’s Mark, Expeditious Retreat | | 5th | Pass Without Trace, Shadow Blade | | 9th | Vampiric Touch, Blink | | 13th | Greater Invisibility, Freedom of Movement | | 17th | Cloudkill, Steel Wind Strike | ## Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Stealth, Acrobatics, Perception, or Athletics. ## Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. - **Shadowed Step**: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You have advantage on attack rolls against any creature that hasn’t seen you since your last turn. - **Glint of Steel**: For 10 seconds after exiting stealth, either by being spotted or making an attack, you may activate Glint of Steel as a reaction when you are targeted by an attack from within 45 feet. The attacker must succeed on a Dexterity saving throw against your Paladin Spell Save DC, or they are blinded for the duration of their attack. Regardless of whether they succeed or fail, you can then move up to 10 feet without provoking opportunity attacks. ## Marked for Death At 7th level, You can mark a visible target within 500 feet as Marked for Death for 1 hour. You may only mark one target at a time, and the mark is consumed when you defeat the target or move more than 500 feet away from them for 1 hour. You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest. you gain the following benefits against the Marked target: - Your movement speed increases by 10 feet when within range of the target. - You gain advantage on Acrobatics and Athletics checks when within range. - Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. he amount of the extra damage increases as you gain levels in this class, increased by 1d6 every other level from level 9 onwards You may use one of the following abilities against a marked target, once per marked target: - **Iron Feather Flurry**: After making a dual-wielded attack against the marked target, immediately make another dual-wielded attack as part of the same action. - **Deadly Slice**: As a bonus action, throw a weapon at the marked target. on a failed Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier), the target is yanked up to 10 feet towards you, and the weapon returns to your hand - **Swift Dispatch**: Take the Dash action and move up to the marked target. Make a melee attack; on a failed Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier), you push the target back up to 15 feet, moving with them. This movement doesn’t provoke opportunity attacks. - **Rib Sticker**: Make a melee weapon attack with +2 to your critical strike range. If the attack doesn’t result in a critical hit, it doesn’t consume this ability’s use. If it does crit, the target’s base movement speed is reduced to 0 until the end of their next turn. \pagebreakNum ## Leap of Faith At 15th level, you can safely drop from incredible heights. You can fall up to 150 feet without taking any fall damage, allowing you to traverse vertical distances with ease and strike from above without fear of harm. On the turn you land, and for 1 turn after, you gain advantage on Stealth checks and +10 Base Movement Speed ## Death’s Envoy At 20th level, You become a true agent of death, wielding the powers of darkness and silence. - As an action, you gain the following benefits for 1 minute: - You gain +2 to attack rolls and damage rolls against your marked target. - You can mark a target for death as a bonus action, even if you’ve already used the feature, and mark multiple targets at once. - Whenever you hit a marked target with an attack, you can choose to impose disadvantage on one saving throw of their choice until the end of your next turn. - Dangerous creatures in your sight are outlined in red hue, friendly creatures in a blue hue, and you can see through magical trickery or invisibility. - If you have a target marked for death, you can see them through walls up to 500 feet. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. ## Alternate Oath Spells If you are using spells found in Avanté, you can instead use the following, alternate oath spells list; | Spell Level |Spells| |:---:|:---:| | 3rd | Hunter’s Mark, Veil of Refraction | | 5th | Pass Without Trace, Glass Blade | | 9th | Divine Reclamation, Blink | | 13th | Greater Invisibility, Freedom of Movement | | 17th | Shroud of Silence, Steel Wind Strike |