A rooftop predator who strikes from impossible angles with paired daggers.
Nightblades are agile assassins who rely on movement, ambush tactics, and precision strikes. Their supernatural agility allows them to hunt along walls and ceilings while isolating weakened prey. Most start out life as street rats, but in some rare cases even children of noble houses fall into unsavory company learning the ways of the Nightblades. Either way they are not to be underestimated on threat of death or loss of fortune.
Becoming a Nightblade...
Level 1 — Twin Fang Style
- You specialize in rapid paired dagger strikes.
- When you take the Attack action using a dagger, you may make one additional dagger attack as part of the same action against the same or another creature within 5 feet.
- You add your Dexterity modifier to the damage of both attacks.
Level 1 — Prowl
Bonus Action — enter a hunting stance for 1 minute.
While prowling:
- Your speed increases by 10 ft
- You have advantage on Stealth checks
- Once per turn when you hit a creature while you have advantage, deal extra damage equal to your proficiency bonus
Uses equal to proficiency bonus per long rest.
Level 2 — Pounce
Bonus Action.
- You leap up to 20 feet to a space you can see. This movement does not provoke opportunity attacks.
If you land on a space occupied by a Medium or smaller creature:
- The creature must make a Dexterity saving throw
DC = 8 + proficiency bonus + Dexterity modifier.
On a failed roll creature:
- Takes 1d6 bludgeoning damage
- Is pushed to an adjacent space
On a success creature:
- You move to an unoccupied adjacent space
You gain advantage on your next melee attack against that creature before the end of your turn.
Uses: 2 per short rest.
Level 3 — Nightblade Guild Subclass
Level 5 — Cat Burglar Agility
You gain Extra Attack.
You also gain:
- Climbing no longer costs extra movement
- Standing from prone costs no movement
Level 6 — Rooftop Hunter
Moving at least 15 feet before attacking grants +1d6 bonus damage to your first hit that turn.
Level 7 — Nine Lives
When reduced to 0 HP but not killed outright:
- Immediately move half your speed without provoking opportunity attacks
1 use per long rest.
Level 9 — Wallstalker
You gain the effects of the spell Spider Climb permanently.
- No concentration required
- You may move across walls and ceilings freely
- You cannot be knocked prone while attached to surfaces
Level 10 — Shadow Momentum
After using Pounce or Dash:
- Your next weapon attack deals an additional 1d8 damage.
Level 11 — Street Sovereign
You master urban movement.
- Difficult terrain does not slow you
- You have advantage on Acrobatics checks
- You may move across vertical surfaces when you Dash
Level 13 — Predator’s Instinct
Creatures below half HP provoke opportunity attacks from you even if they take the Disengage action.
Level 14 — Executioner’s Instinct
When you hit a creature below half HP:
- You deal an additional 2d8 damage.
- If that creature drops to 0 HP, you regain one use of Pounce.
Level 15 — Ghost of the Rooftops
While Prowl is active:
- Attacks against you have disadvantage if you moved this turn.
Level 17 — Perfect Ambush
The first attack you make in combat has advantage and deals +2d6 damage.
Level 18 — Queen of the Hunt
While Prowl is active:
- You gain resistance to all damage except force
- When you reduce a creature to 0 HP you may teleport 30 ft
Level 18 — Nightfall Domain
Once per long rest you create a moving darkness zone.
This functions similarly to Darkness but with the following changes:
- Centered on a creature within 60 ft
- Allies you choose can see normally inside it
The darkness moves with the target creature.
Level 20 — Apex Huntress
- Your speed increases by 20 ft.
When you activate Prowl:
- You immediately regain all Pounce uses
- You gain advantage on all attack rolls for the first round of Prowl
Guild: Cat Burglar
Mobility focused assassin.
Level 3 — Double Pounce
- You gain one additional Pounce use.
- You may use Pounce while mid-air.
Level 6 — Acrobat’s Momentum
- After using Pounce you gain advantage on your next attack.
Level 10 — Sky Hunter
- If you attack a creature from above it: You deal an extra 1d8 damage.
Level 15 — Uncatchable
- When targeted by an attack you may move 10 ft as a reaction.
- If this causes the attack to miss you regain 1d6 HP.
Guild: Street Justice
Execution-focused burst assassin.
Level 3 — Predator’s Descent
If Pounce knocks a creature prone:
- It becomes Marked for 2 rounds
- You deal +1d6 damage to the Marked target.
Level 6 — Cruel Finish
- When a Marked creature falls below half HP: You deal +2d6 damage to it.
Level 10 — Blood in the Streets
- If you kill a Marked creature: You regain one use of Pounce.
Level 15 — Street Execution
- If a Marked creature drops below 25% HP: Your next hit against it is a critical hit.
Guild: Rogue’s Gambit
High-risk high-reward mobility assassin.
Level 3 — Gambler’s Leap
- Your Pounce range increases to 30 ft.
Level 6 — Killing Momentum
- If you kill a creature: You immediately regain one use of Pounce.
Level 10 — Relentless Hunter
- You may use Pounce without expending a use once per turn if you reduced a creature to 0 HP this round.
Level 15 — Endless Hunt
- When you reduce a creature to 0 HP: You may immediately take the Dash action.