Magical Assassins
A man sits perched upon the edge of a rooftop eyeing his mark and then suddenly within the blink of an eye he appears in front of his target drawing a blade.
A woman sits at the bar when 2 men approach her, when she tells them to go away one of them grabs her arm, and in that instant his hand is severed and his friends leg gets broken as the woman keeps sitting still as if nothing had happened.
Marked by Legend
You are a Marked One, one of the very few in the world to have contact with the being known as The Outsider and accept his power. He gives you both magical ability and enhanced physical features.
The Outsider
The Outsider is a being that exists in The Astral Plane, and he is rarely seen by anyone. Not much is known about him nor the extent of his power and where he fits in the universe. What is known, however, is that he watches all of us, and takes the few that intrigue him to bestow powers upon.
Making a Marked One
When making a Marked One consider what exactly did you do to gain The Outsiders favor and try to roleplay with him your first encounter with The Outsider.
Quick Build
You can make a quick build of a Marked One by following these steps. First put your highest stat into Dexterity or Strength followed by Wisdom and then Constitution. Secondly choose the Soldier background.
Class Features
As a Marked One, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Marked One level
- Hit Points at 1st Level: 8 + your Constitution Modifier
- Hit Points at Higher Levels: 1d8(or 5) + your Constitution Modifier per Marked One level after 1st.
Proficiencies
- Armor: Light and Medium Armour
- Weapons: Simple Weapons, Hand Crossbows, Longswords, Shortswords, Rapiers
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose three from Acrobatics, Arcana, Athletics, Intimidation, Perception and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Longsword or (b) a Rapier
- (a) a Hand Crossbow and 20 bolts or (b) any Simple Weapon
- (a) an Explorer's Pack or (b) a Dungeoneer's Pack
- Leather Armour, 2 Daggers
Marked One
Level | Proficiency Bonus | Features | Mark Points |
---|---|---|---|
1st | +2 | The Mark, Mark Movement, Read Hearts | - |
2nd | +2 | Mark Points, Outsiders Gaze | 2 |
3rd | +2 | Mark Path, Mark Path Feature | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Improved Mark Movement | 4 |
7th | +3 | Windblast | 4 |
8th | +3 | Ability Score Improvement | 5 |
9th | +4 | Mark Path Feature | 5 |
10th | +4 | Ability Score Improvement | 6 |
11th | +4 | Mind Mark | 6 |
12th | +4 | Ability Score Improvement | 7 |
13th | +5 | Mark Path Feature | 7 |
14th | +5 | Summoning | 8 |
15th | +5 | Shadow Form | 8 |
16th | +5 | Ability Score Improvement | 9 |
17th | +6 | Mark Path Feature | 9 |
18th | +6 | Slow Time | 10 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | Ultimate Mark | 12 |
The Mark
You gain The Mark, which is the symbol of the Outsider, it burns itself into the back of your left hand and looks like a tattoo. Whenever you use one of the abilities granted by this class your mark will glow visibly to anyone who can see it. You will gain abilities that require other people to make saves, the DC for these saves is:
DC = 8 + Your Wisdom Modifier + Your Proficiency Bonus
Mark Movement
At 1st level you gain the ability to manipulate astral energies to increase your movement potential. Choose one of the following:
Blink. As a bonus action on your turn you can disappear to the void and reappear in a place you can see within 10ft of your starting position. This also counts for vertical movement. This does not provoke opportunity attacks.
Reach. As a bonus action on your shoot a tendril from your left arm that attaches itself to a solid object within 20ft of you that you can see and pulls you towards it, if it is stable enough (a vase won't work for instance, but a wall or pillar will), otherwise it has no effect. This also counts for vertical movement. This does provoke opportunity attacks.
Read Hearts
Also at 1st level your mark grants you the ability to see into peoples hearts and read their nature. As an action you can target a creature you can see. That creature must make a Wisdom saving throw against your Mark DC. On a fail you learn the targets Alignment and their current state of mind (distressed, calm, paranoid, aloof, etc.). On a success you learn nothing and they are immune to the effects of Read Hearts for 24 hours.
Mark Points
At 2nd level your mark starts growing in power. You gain a pool of Mark points as shown on the Marked One class table, this pool increases as you level. You can use Mark points to activate certain abilities. Every time you successfully bring a creature down to 0 hit points you regain one Mark Point. You regain all of your Mark Points at the end of a short or long rest.
Outsiders Gaze
Also at 2nd level you gain the ability to gaze through the astral plane and see more than most mortal eyes can. As an action you can spend 1 Mark Point to activate this ability. You can see the aura of any living creature within 15ft of you, including through walls. This is blocked by lead of any thickness. It lasts for 1 minute and you have to concentrate on it as if concentrating on a spell, but you can end it prematurely as a free action.
Mark Path
At 3rd level your powers start to manifest in a certain way based on your personality. Choose between the Agile, Brawny and Bone Maker paths. Your choice here grants you features at 3rd and then again at 9th, 13th and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, if your DM allows it, you can take a feat.
Extra Attack
At 5th level, any time you take the Attack action, you can attack once instead of twice. If you gain this feature again from another source, it does not stack.
Improved Mark Movement
At 6th level your Mark Movement ability gains an improvement of your choice. Choose one of the following:
Far Blink(Must Have Selected Blink Previously). The distance you can travel with Blink increases to 20ft.
Backstab(Must Have Selected Blink Previously). If you end your Blink movement within melee reach of an enemy you can make one attack as a reaction. This attack has advantage.
Far Reach(Must Have Selected Reach Previously). The distance you can travel with Reach increases to 30ft.
Body Pull(Must Have Selected Reach Previously). You can attempt to pull another creature towards you as a bonus action. You target a creature you can see within your 20ft, it must make a Strength saving throw against your Mark DC. On a fail they are pulled 20ft towards you. On a success they remain in their space but you move 10ft closer to them.
You can also spend 1 Mark Point to activate Blink or Reach twice using your bonus action. This extends to Backstab and Body Pull.
Windblast
At 7th level you can summon the winds to your aid, creating a burst of air in front of you or all around you. You can spend 2 Mark Points to force each creature within a 15ft cone in front of you to make a Strength saving throw against your Mark DC, or 3 for it to affect each creature within a 15ft diameter circle centered on you. On a fail they are pushed back 10ft and knocked prone, on a success they are pushed back 10ft but not knocked prone.
Mind Mark
At 11th level you gain the ability to extend your marks influence on other peoples minds as an action. Choose one of the following features to learn, both of which cost 4 Mark Points to activate:
Possession. You target one creature you can see within 60ft of you. That target must make a Wisdom saving throw against your Mark DC. On a fail the target falls under your control as you disappear from where you were standing into the void. This lasts for 1 minute and you have to concentrate on it like a spell, but you can end it prematurely as a free action. If you target were to be damaged in any way the effect ends immediately. Once this effect ends you reappear 5ft behind the target and they realise that they have been possessed. On a success nothing happens and the target realises that someone has tried to mess with it's head.
Domino. You target up to 4 creatures you can see within 60ft of you. Each of these creatures must make a Wisdom saving throw against your Mark DC. On a fail each of them that failed are now connected. Connected targets each share status effects and damage but not healing(If you damage one of them the rest also take the same amount of damage and if one of them falls unconcious all of them do too.) This lasts for 1 minute and you have to concentrate on it like a spell, but you can end it prematurely as a free action.
Summoning
At 14th level you gain the ability to summon creatures as an action. Choose one of the following features to learn, each of which costs 6 Mark Points to activate:
Rat Swarm. You summon a swarm of rats in a space you can see within 60ft which obey your commands. The swarm has its turn on your initiative. The swarms stat block is detailed at the end of this document. The swarm lasts for 1 minute and you need to concentrate on it like a spell, but you can end it prematurely as a free action.
Assassin. You summon a ghostly assassin in a space you can see within 60ft dressed in full body armour wearing a mask which obeys your commands. They have their turn on your initiative. The Assassin stat block is detailed at the end of this document. The assassin lasts for 1 minute and you need to concentrate on it like a spell, but you can end it prematurely as a free action.
Mesmer. You summon a floating crystaline ghost in a space you can see within 60ft. Any creature that starts or ends their turn within 30ft of the creature must make a Wisdom saving throw against your Mark DC or become stunned while they're within the creatures range. A creature stunned in this way can repeat the save at the start of each of their turns, and if they succeed they are immune to the effects of the creature for 24 hours. The mesmer lasts for 1 minute and you need to concentrate on it like a spell, but you can end it prematurely as a free action.
Shadow Form
At 15th level you gain the ability to transform yourself into a moving shadow as an action by using 6 Mark Points. This form lasts for 1 minute and you have to concentrate on it like a spell, but you can end it prematurely as a free action.
This form grants you several advantages:
- Your size becomes Small if it isn't already
- You have advantage on all Dexterity (Stealth) checks
- You are invisible while under no light
- Your movement speed is increased by 15ft
- You can move through spaces as small as 5 inches wide without squeezing
While in this form you cannot attack or cast spells.
Slow Time
At 18th level you gain the ability to slow time down as an action for 8 Mark Points. When time is slowed in this way everyone else stands still while you get to go through 2 full turns of combat. You trigger no opportunity attacks and all your attacks have advantage.
Ultimate Mark
At 20th level your mark has given you the ultimate power. You can once per long rest replenish all your Mark Points as a free action. Additionally you no longer have to use Mark Points to use Blink and Reach twice per bonus action. Finally you can attempt to call The Outsider for aid as per the Divine Intervention Feature however it doesn't succeed automatically.
Mark Paths
Agile Path
The Agile Path is followed by those Marked Ones who excel at being stealthy and quick on their feet, and it grants them better ability to traverse terrain and avoid detection.
Agility
At 3rd level, when you select this path, you gain proficiency in the Dexterity (Acrobatics) Skill, and if you're already proficient in it you add double your proficiency modifier to any checks made with it.
Improved Jump
Also at 3rd level your jump height and jump length are doubled, and you are always counted as having a running start when jumping.
Shadow Kill
At 9th level, your mark helps you make undetectable kills. Any creature you kill gets reduced to black ash, including all their belongings, other than items of value(such as magical items, coin, weapons and armour).
Aerial Takedown
At 13th level you get the ability to massively damage your enemies if you land a hit from above. If you attack a target after falling for at least 10 ft and the attack hits it counts as a critical hit and you don't take any fall damage if you otherwise would.
Speed Demon
Finally at 17th level you get the ability to cut through many foes at once. If you use the dash action on your turn you can make an attack against every enemy within your reach during your movement and all of these attacks are made with advantage. You can use this feature a number of times equal to your Wisdom Modifier per short or long rest.
Brawny Path
The Brawny Path is followed by those Marked Ones who like being stronger than others and who excel at head on combat.
Strength
At 3rd level, when you select this path, you gain proficiency in the Strength (Athletics) Skill, and if you're already proficient in it you add double your proficiency modifier to any checks made with it.
Blood Thirsty
Also at third level you gain an insatiable bloodlust while in combat. Whenever you lower an enemy to 0 hit points or score a critical hit you can as a reaction use both your movement and make one attack at advantage.
Masterful Grapple
At 9th level you make sure that any enemy you pin down doesn't get back up. You have advantage on any attacks made against targets you are grappling in addition, you have advantage on all Strength (Athletics) checks made to grapple someone.
Forceful Charge
At 13th level you gain the ability to give your attacks greater force. If you move at least 20ft before hitting an opponent with a melee attack the attack deals 2 extra die of damage if it hits.
Walking Fortress
Finally at 17th level your mark makes you a walking fortress. You gain resistance to non-magical slashing, bludgeoning and piercing damage. Also your attacks deal double damage to any structure.
Bone Maker Path
The path of the Bone Maker is not one walked by many, as it requires discipline and patience. Bone Makers focus on making Bone Charms out of various bones of creatures to boost their abilities.
Focus Charm
At 3rd level you craft yourself a charm of bone that lowers the cost of any ability requiring the use of Mark Points by 1, to a minimum of 1.
Leech Charm
At 9th level you craft a charm of blood and bone that allows you to drain your enemies life force. Any time you damage an enemy you gain temporary hitpoints equal to the half the damage dealt.
Charm of Movement
At 13th level you craft a charm that lets you tap into the astral plane easier to improve your Mark Movement. You gain a second option from the Improved Mark Movement feature.
Masterful Charm
Finally at 17th level you create a charm that allows you to tap into your Marks powers even more. Your Mark points now equal to the amount on the class table +3.
Rat Swarm
Medium, True Neutral
- Armor Class 14
- Hit Points 24
- Speed 30ft
STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 12 (+1) 2 (-4) 10 (0) 3 (-4)
- Damage Resistances Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Darkvision 30 Ft., passive Perception 10
Actions
Devour. Melee Attack: +9 to hit, 5ft Reach, one target. Hit: 7d6(25) Piercing damage
Assassin
Medium, True Neutral
- Armor Class 16(Studded Leather)
- Hit Points 45
- Speed 35ft
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
- Saving Throws Dexterity +8
- Skills Perception +6, Acrobatics +8
- Senses Darkvision 60ft, passive Perception 16
Actions
Multiattack. The Assassin makes 2 attacks with their Shortsword or Hand Crossbow.
Shortsword. Melee Attack: +9 to hit, 5ft Reach, one target. Hit: 3d6+4(14) piercing damage
Hand Crossbow. Ranged Attack: +9 to hit, 30/120 Range, one target. Hit: 3d6+4(14) piercing damage
Multiclassing
To Multiclass into this class you need a Strength or Dexterity score of at least 13 and a Wisdom score of at least 13.
You gain proficiency in Simple Weapons, Hand Crossbows, Longswords, Shortswords, Rapiers and one of the following abilities: Acrobatics, Arcana, Athletics, Intimidation, Perception and Stealth.
Credits
Idea from the "Dishonored" game series.
Cover Art by Vetrova on DeviantArt
Outsider Image on page 1 by Arkane Studios
Emily Kaldwin on page 3 by shalizeh on DeviantArt
Folding Blade on page 4 by Arkane Studios
Corvo Attano on page 5 by Pinterest
Small Symbols on pages 2, 3, 4 and 5 by Arkane Studios