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Spell Assassin

D&D Character Build Guide

A 1st-20th level build guide


suitable for any level of play

Not for resale. Permission granted to print or photocopy this document for personal use only. SPELL ASSASSIN 1
Spell Assassin
D&D Character Build Guide

A 1st-20th level build guide suitable for any level of play

Writing: Doug Vehovec


Editing: Doug Vehovec
Layout and Design: Doug Vehovec

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2 SPELL ASSASSIN Not for resale. Permission granted to print or photocopy this document for personal use only.
Step 3 — Ability Scores
Very particular skill set STR DEX CON INT WIS CHA
Leave those daggers and rapiers behind. This
10 (+1) 15 (+2) 12 (+1) 14 (+2) 13 (+1) 8 (-1)
exploration of character concepts gets the deadly
drop on enemies with sneaky spellcasting.
Step 4 — Background
— Nerdarchy
Acolyte
Start to finish Skills: History, Religion
Language: Dwarvish, Elvish
We know how rare it is to complete a 1st-20th
level campaign and how often players partici- Whether trained for a divine purpose or indoctri-
pate in one shots and campaigns that might only nated as a fanatical believer in a fringe cult this
reach 10th level or so. When we create these character's roots lie in a metropolitan world. They
guides we focus on making them fun, interest- move through life with conviction and purpose
ing, useful and effective from the start. You won't grounded in strong belief in their principles.
find characters who only "get good" at certain
levels — these CBGs hit the adventuring road Step 5 — Class and Level Progression
with the abilities they need to thrive and quickly
develop a reliable collection of features that only Choice options that are of particular importance
to this character’s effectiveness are in bold.
continue to get better as they gain experience.
Level Class Gains
1 Rogue Expertise (Perception, Stealth),
Step 1 — Race
Sneak Attack, Thieves' Cant
Deep Gnome (Svirfneblin) 2 Rogue Cunning Action
These subterranean denizens bring a lot to the 3 Rogue Roguish Archetype — Assassin,
table with ability score increases lining up per- Assassinate
fectly, a natural tendency for stealth and down
the road a fantastic feat to keep themselves con- 4 Wizard Spellcasting, Arcane Recover,
Spells — Firebolt, Green Flame
cealed from all scrutiny.
Blade, Ray of Frost (Various
damage types and spells with
Proficiencies attack rolls are the priority)

Languages: Common, Gnomish, Undercommon 5 Wizard Arcane Tradition — War Magic,


Arcane Deflection, Tactical Wit
6 Wizard Spell — Shadow Blade
Step 2 — Class
7 Wizard Ability Score Improvement —
1st level Intelligence +2
Start with Rogue 8 Wizard
Everything about this character's journey begins 9 Rogue Feat — Svirfneblin Magic
with a foundation as a rogue. This class creates 10 Cleric Divine Domain — Grave
a strong base of skills and features they'll focus Domain, Circle of Mortality,
on for their entire adventuring career while ex- Eyes of the Grave
ploring other disciplines to enhance their tech-
11 Cleric Channel Divinity — Path to
niques of conjuring magic to deadly effect.
the Grave
12 Fighter Fighting Style — Dueling,
Proficiencies Second Wind
Armor: Light armor 13 Fighter Action Surge
Weapons: Simple weapons, hand crossbows, long- 14 Wizard Power Surge
swords, rapiers, shortswords
15 Wizard
Tools: Thieves’ tools
16 Wizard Ability Score Improvement —
Saving Throws: Dexterity, Intelligence Intelligence +2
Skills: Investigation, Perception, Stealth, Sleight 17 Wizard
of Hand
Not for resale. Permission granted to print or photocopy this document for personal use only. SPELL ASSASSIN 3
18 Wizard Durable Magic • Night Parade Character Build Guid

19 Wizard • Combat Medic Character Build Guide


20 Wizard Feat — Spell Sniper • Ultimate Duelist Character Build Guide

• Path of Justice Barbarian Character Build Guide

Conclusion • Ultimate Spell Duelist Character Build Guide

• Extreme Adventurer Character Build Guide

The Spell Assassin relies on versatile magic to • Whirling Devish


get the drop on adversaries and put an end to
• Library Agent Character Build Guide
threats before they even become aware what's
happening. After these opening salvos this • Shadow-Haunted Rogue
character provides skirmish support and tons of
• Flesh Render Character Build Guide
magical utility.
• Stealer of Souls (Hexadin) Character Build Guide

Final Ability Scores • Spell Savant Character Build Guide

• Master of Undeath Character Build Guide


STR DEX CON INT WIS CHA
• Champion of the Wild Characters Build Guide
10 (+0) 16 (+3) 12 (+1) 20 (+5) 13 (+1) 8 (-1)
• Adopted Trash Panda Character Build Guide
Proficiencies • Illusion Warrior Character Build Guide
Armor: Light Armor, Medium Armor, Shields
• Storm Herald Character Build Guide
Weapons: Martial Weapons, Simple Weapons
• Hell's Enemy Character Build Guide
Saving Throws: Dexterity, Intelligence
• Purveyor of Peace Character Build Guide
Skills: History, Insight, Perception, Persuasion
Tools: Disguise Kit, Poisoner's Kit, Thieves' Tools • Beast Binder Character Build Guide

Languages: Common, Dwarvish, Elvish, Gnomish, • Ultimate Gladiator Character Build Guide
Thieves’ Cant, Undercommon
• Slayer of Evil Character Build Guide

• Witch Doctor Character Build Guide

Further Resources • Drunken Tactician Character Build Guide

We discuss character creation, roleplaying tips • Centaur Templar Character Build Guide
and more in a video on the Nerdarchy YouTube
• Real Heal Bot Character Build Guide
channel here. In the video description, you can
find a link to this character build on D&D Be- • Holy Paragon Character Build Guide
yond.
• Mystic Seer Character Build Guide

• Indomitable Defender Character Build Guide


D&D Encounters
• The Roper Wrangler Monster BFF Series • Hypnotist CBG

• Kobold Cavalry Encounter • Mage Slayer of the Fey Court CBG


• The Hag's Apprentice Encounter
• Deadshot Sniper CBG
• Druid Circle from the Beyond
• Tiniest Wrestler CBG

Other Character Guides • Unkillable Character Build Guide

• Mind Breaker Paladin Character Build Guide • Dagger Master CBG


• Zen Archery Master Character Build Guide
• Know It All
• Sewer Ninja Tortle Character Build Guide
• Bardbarian CBG
• Nature Possessed Warforged Character Build Guide
• Scaled Skald Character Build Guide • Mind Killer CBG
• Quick Strike Character Build Guide
• Boom Boom Wizard CBG

4 SPELL ASSASSIN Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters The gray one has advantage on attack rolls against
any creature that hasn’t taken a turn in the combat
yet, and any hit it scores against a creature that is
Who Done It? A gray one makes an unmatched surprised is a critical hit.
eliminator. Unable to be detected, a master of Spellcasting. The gray one is a 7th-level spellcast-
magical subtrefuge and an assassin whose weap-
er. It's spellcasting ability is Intelligence (spell save
on of choice if pure arcane energy a gray one can
DC 16, +8 to hit with spell attacks). The gray one
follow a target, take them out and slip away leav-
has the following wizard spells prepared:
ing no trace of evidence.
On Their Tail. Adventurers have a habit of creating 1/day each: blindness/deafness, blur, disguise self
a lot of drama and tension so there's any number Cantrips (at will): chill touch, fire bolt, mage hand,
of individual who might hire a gray one to eliminate message, ray of frost
the meddlesome heroes. Anyone from a defeated
1st level (4 slots): alarm, bane, disguise self, shield
villain to a commoner who's life experienced nega-
tive fallout from wandering adventurers may find 2nd level (3 slots): blindness/deafness, blur, invis-
themselves seeking the services of a gray one. ibility, mirror image
3rd level (3 slots): counterspell, vampiric touch

Gray One 4th level (1 slot): dimension door

Small humanoid (deep gnome), any alignment Stone Camouflage. The gnome has advantage on Dex-
terity (Stealth) checks made to hide in rocky terrain.
Armor Class 14 (leather armor)
Hit Points 108 (24d6 +24)
Actions
Speed 25 ft.
Spell Strike. Melee or Ranged Spell Attack: +8 to
STR DEX CON INT WIS CHA
hit, reach 5 ft. or range 60 ft., one target. Hit: 18
10 (+0) 16 (+3) 12 (+1) 18 (+4) 13 (+1) 8 (-1) (4d8) acid, cold, fire, force, lightning, necrotic, poi-
Skills Insight +5, Investigation +8, Perception +9, son, psychic or radiant damage (gray one's choice).
Religion +8, Sleight of Hand +7, Stealth +11
Senses darkvision 120 ft., passive Perception 19
Everyone in the Room (Recharge 6). The gray one
Languages Common, Undercommon and three harnesses all their arcane power to strike at multi-
other languages ple targets simultaneously. The gray one chooses up
Challenge 12 (8,400 XP) to five creatures it can see within 30 feet and makes
a melee spell attack against each target. On a hit, a
Proficiency Bonus +4
target takes 33 (6d10) force damage. The gray one
can then teleport to an unoccupied space it can see
Cunning Action. On each of its turns, the gray one within 5 feet of one of the targets you hit or missed.
can use a bonus action to take the Dash, Disen-
gage, or Hide action.
Reactions
Evasion. If the gray one is subjected to an effect
that allows it to make a Dexterity saving throw to Leave No Trace (1/Day). When a humanoid the gray
take only half damage, the gray one instead takes one can see within 60 feet dies it can use its reac-
no damage if it succeeds on the saving throw, and tion to snatch the soul as it dies. While the gray one
only half damage if it fails.
has a trapped soul it has the following benefits:
Get In and Get Out. The gray one can't be targeted
• The gray one can use a bonus action to drain
by any divination magic or perceived through
vigor from the soul and regain 2d8 hit points.
magical scrying sensors.
• The gray one can use a bonus action to make its
Gnome Cunning. The gray one has advantage on
Intelligence, Wisdom, and Charisma saving throws next attack roll, ability check or saving throw with
against magic. advantage. If it doesn’t use this benefit before the
start of its next turn, it is lost.
Sneaky Spell Attack (1/Turn). The gray one deals an
extra 14 (4d6) damage when it hits a target with a The soul remains trapped for 8 hours or until the
spell attack and has advantage on the attack roll, gray one exploits it four times. Once the gray one
or when the target is within 5 feet of an ally of the exploits a soul for the fifth time or once 8 hours
gray one that isn’t incapacitated and the gray one elapse the soul is released. While a soul is trapped,
doesn’t have disadvantage on the attack roll. the dead humanoid it came from can’t be revived.
Not for resale. Permission granted to print or photocopy this document for personal use only. SPELL ASSASSIN 5

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