Hashashin
The act of killing may have been invented by Cain in
the genesis, but it was transformed into an art and
instrument of terror in the later centuries. Using the
blade and killing a person was never personal for the
professionals, as it was a method to decide the fates
and lives of a society. It was their business, and they
performed it like a musical. Their mystic and arcane
abilities are not known widely, but their names are
mentioned as an equal of horror and terror. Armies
were useless against them, massacre of towns and
cities were a waste in the eyes of the Hashashin.
Level 3: Esoteric : Starting at the 3rd level, as a
trained and excelled warrior of a hashashin group,
you gain proficiency with Religion and can read,
speak, and write one language that your GM deems
appropriate.
For the Historica Arcanum universe: while rolling
a skill check about Ibrahamic lore, you double your
proficiency bonus on the check (if you don’t already
double it from another source e.g. the Expertise).
In addition, whenever you finish a long rest, you can
choose one cantrip and one 1st level spell from the
cleric's spell list. You can cast the cantrip at will but
at the cost of 1 psychic damage, and the 1st-level
spell without expending a spell slot but at the cost of
1d4 psychic damage. You can’t cast the 1st-level spell
again until you finish a long rest. This damage can’t be
prevented in any way. Charisma is your spellcasting
ability for the spells you learn. You can use a holy
symbol or a “blessed blade” as a spellcasting
focus. The blessed blade must be a melee
weapon made of metal of some sort, must
have holy carvings on it according to your
beliefs, and must cost at least 25 gp.
Level 3: Dreadful Arts: By the 3rd level, you
have discovered and embraced Alamut’s spells and
mystic power and learned to control it. Whenever
a creature that can see you within 60 ft. of you
targets you or an ally within 10 ft. of you with a spell,
as a reaction you can force the creature to make a
Wisdom saving throw (DC = 8 + your proficiency
bonus + your Charisma modifier). On a failed
save, the creature must choose a new target or
lose the spell and is frightened of you until
the end of your next turn. You can use this
ability a number of times equal to your
proficiency bonus. You regain expended
uses after you finish a long rest.
Alternatively, if the spell has an area of
effect rather than targeting a creature,
as a reaction you can give yourself, or a
creature within 10 ft. of you, advantage on
the saving throw. You can’t do so again until you
finish a long rest.
Level 9: Name of Terror: Starting from the
9th level, you can remind people of their own
mortality at a psychic level. When you are hidden
from a creature that you can see within 30 ft. of you,
you can use your bonus action on that creature to
force it to make a Wisdom saving throw. On a failed
save, it is frightened of you for 1 minute. It can repeat
the saving throw at the end of its turns to end the
effect. While it is frightened of you, each of your hits
against the creature will give disadvantage on the
saving throw to end the effect.
In addition to your Esoteric's spell feature, whenever
you finish a long rest, you can choose one 2nd-level
spell from the cleric spell list and apply the same rules
above, at the cost of 2d4 psychic damage to cast them.
25
Subclass Options
Level 13: Spell Mirror: Starting from the 13th
level, you gain the upper hand on the mystic arts of
spellcasting. Whenever you see a creature casting a
spell within 60 ft. of you, you can use your reaction to
make a spellcasting ability check (DC = 10 + spell’s
level), on a success you can mirror the spell if it is
not an area of effect spell, such as fireball, silence
or hallucinatory terrain spells. Also, the spell can’t
be higher than 5th level. When you mirror it, you
can choose another target or targets for the spell by
applying your spellcasting modifiers and rolling new
attack rolls and saving throws if needed. If there are
multiple targets, you can choose multiple targets. You
can’t use this ability again until you finish a long rest.
In addition to your Esoteric's spell feature, whenever
you finish a long rest, you can choose one 3rd-level
spell from the cleric spell list and apply the same
rules above.
Level 17: Name of Death: Starting from 17th level,
the fear of death you invoke is so potent that it has
begun to have tangible effects on people. When a
creature fails its saving throw against your Name
of Terror ability, you can force the creature to make
another saving throw. If it fails the saving throw, it
will automatically fail any death saving throws and
drop dead after 3 rounds, if no help is received such
as spare the dying, healing word or stronger healing
magic or feature. You can’t do so again until you finish
a long rest.
d4 Features of Your
Ancestor The Feature You Inherited
1
A mighty warrior once battled
against a goliath, with a magnificent
shiny spear.
Your weapons or materials to cast spells shine faintly
under the moonlight, if you wish so.
2
An eagle-eyed archer once shot a
tyrant king from a hill and saved the
country from his iron fist.
Whenever you cast a spell, you can levitate 5 ft off the
ground until the end of your next turn.
3
A powerful seer once foresaw the
day of doom with an upcoming
invasion from a terrible army and
saved the people.
Your pupils resemble clouds when you wish them to
do so.
4
A trickster that tricked a terrible
giant to attack his brethren and
saved the village from a disaster.
You can alter the color of your eyes once a day.
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