Nightblade
Surgical assassin who studies their targets like puzzles and vanishes without a trace.
Pick Tree
11 picks along the Nightblade path. Pair them with the general Rogue class picks.
Level 2
Level 3
Requires: Pick: Cut Deep
Spend 1 Action to make a small cut on yourself and describe your target within 20 meters marking them with a shadowy rune that is invisible to all but you. For the next minute, your attacks against this target ignore Physical Resistance. If you are Unseen to target when you attack them, you deal an additional 3d8 damage. You can have only one Mark active at a time.
Details →Assassinate
Requires: Pick: Cut Deep
Spend a ½ Action to strike with deadly precision. Make a melee attack against a target. If you are Unseen to the target, this attack automatically scores a critical hit if it hits.
Details →Level 4
Blight Darts
Requires: Pick: Cut Deep
Spend a ½ Action to dip your thrown weapons into deadly poison while saying an incantation. The thrown weapons deal additional 2d8 Poison(5) Damage on hit. The effect lasts until next Rest. Requires you to have poison available for dipping. A vial of poison is expended each time the ability is used.
Details →Level 5
Shade Form
Requires: Pick: Cut Deep · Attribute: AGI 10
For 5 rounds, become imperceptible. All your attacks count as Unseen. Other senses still function - footsteps, sound, disturbed surroundings can betray your presence. You gain +10 Defense Rating against attacks from creatures that have not detected you. Enemies within melee reach may spend an Action to attempt a Perception Check against your AGI Check. On success, they can target you normally until the start of your next turn. Creatures with non-sight detection methods (tremorsense, blindsight, magical detection) interact with you normally. Area attacks still affect you normally.
Details →Level 6
Flurry of Blades
Requires: Pick: Cut Deep
Once per turn, when you hit an enemy with a Ranged Basic Attack using a thrown weapon, you gain 1 additional Bonus Action to be used this turn. Additionally, once per turn, you may make a Ranged Basic Attack with a thrown weapon as a Bonus Action.
Details →Level 7
Mark of Peril
Requires: Pick: Cut Deep, Shade Form
While Shade Form is active, when you kill a Death Marked target, the Mark transfers to the nearest enemy within 10 meters at no action cost. Additionally, Death Marked targets take an additional 1d8 damage on hit. Critical hits quadruple Death Mark damage (result, not dice).
Details →Level 8
Killing Blow
Requires: Pick: Cut Deep
Once per round, when you hit an enemy whose HP is below half, you may declare a Killing Blow. Spend any number of Bonus Actions - for each Bonus Action spent, deal additional damage equal to twice your level. Killing Blow damage bypasses all Resistances and armor. If a Killing Blow reduces a target to 0 HP, your next attack this turn or next turn is made with full FCS bonus regardless of degradation.
Details →Level 9
Vanishing Act
Requires: Pick: Cut Deep
When you reduce an enemy to 0 HP, you may immediately perform a Hide action as a Free Action with a +5 bonus to your Stealth roll. You may use this ability even in plain sight or daylight - you momentarily disperse into shadow. If there is nothing to conceal you after your turn ends, you become visible again at the start of your next turn. You remain Unseen until then.
Details →Level 10
Death's Arrival
Requires: Pick: Cut Deep
You designate a target you can see within 30 meters. You instantly appear behind them and make a melee attack that automatically hits and critically strikes. This attack ignores all Resistances and armor. If the target is below half HP, they must succeed a RES Save against your AGI Check or be killed outright. If the target's TR exceeds your level, they gain a bonus to this save equal to the difference. On a successful save, the target takes additional damage equal to three times your level. Regardless of outcome, you may immediately perform Vanishing Act without requiring a kill.
Details →