Assassins typically operate outside the law, moving in circles that have similar goals and objectives. These Syndicates help assassins hone their skills and perfect the art of a swift death for their foes. Death comes for all, and your Syndicate is a reflection of how help other achieve this inevitable end before your own death catches up to you.
Some assassins like to call themselves masters of stealth and shadow, but for Shadow Masters, this title is literal and those outside the group have no idea what the shadows can truly do. As a Shadow Master you learn to call upon the shadows to aid you in your goals, even controlling your shadow as a puppeteer might control a marionette.
Starting at 3rd level, you can spend 2 AP to magically detach your shadow from your body, allowing it to move independently. Your shadow is a flat, perfectly black silhouette of you that crawls along surfaces. It has a passive defense of 10, 1 health, and immunity to all status. It is the same size as you, albeit perfectly flat, and can occupy the same space as other creatures, and vice versa. If your shadow makes a defense roll or a skill check to interact with the environment, it uses your bonus for the roll.
In combat, your shadow is an extension of yourself and acts using your Action Points. You can command your shadow on each of your turns to move up to 30 feet along the walls or floor. Your shadow doesn't attack but can interact with objects and counts as an ally for the purposes of Exploit Weakness.
Your shadow vanishes if it drops to 0 health, if it is within the area of light created by a spell of 1st circle or higher, or if it is ever more than 60 feet from you. Once it vanishes, your shadow reappears at your heels at the end of your next turn.
If your shadow enters a heavily obscured area or one of magical darkness, it is effectively invisible. Your shadow can appear to be the shadow of other creatures and act convincingly using your skills.
At 9th level, you can cast the spell darkness without using spell resources. When you use this feature, you can see through the darkness created by this spell. Additionally, when your shadow enters this area of darkness, you can choose for it to grow to fill the entire area.
Once you use this ability, you can't use it again until you finish a short or long rest.
Starting at 13th level, your shadow can reach out to the shadows of other creatures, interacting with them as if they were physical. If your shadow is within 5 feet of the shadow of another creature, you can spend 3 AP to command it to use one of the following abilities:
Your shadow makes an attack against the shadow of another creature. Your shadow uses your skill bonuses when using shadowy weapons. The creature may defend against this attack as normal but for 1 less AP. On a hit, the creature takes 2d6 damage matching the damage type of the weapons you are currently using.
Your shadow grapples with the shadow of another creature. Your shadow can use your Maneuvers (END) – Grapple check for its grapple check and the target makes its grapple check as normal. If your shadow succeeds, the creature is grappled until the end of its next turn.
Your shadow hooks onto the heels of another creature, becoming its second shadow until the end of its next turn. If you see the creature make an attack while your shadow is on its heels, you can spend 3 AP to cause the shadow to leap in the way, becoming the target of the attack.
By 17th level, your body has absorbed much of the shadow stuff that prevails in the darkest planes of existence, allowing you to mingle with your shadow as if you were a creature of its kind. You can spend 2 AP to swap places with your shadow, both of you teleporting in a dim haze. Once you use this ability, you can use it once more before the end of your turn. If you teleport into an area of dim light or darkness, you have advantage on the first melee attack you make before the end of the turn while you are in that area.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make counterattacks against you for the rest of your turn.
You also gain aptitude in advanced weapons.
Starting at 3rd level, your confidence propels you into battle. You may double your cunning when rolling for Action Point instead of using Dexterity.
You also gain an additional way to use your Exploit Weakness; you don't need advantage on your attack roll to use Exploit Weakness against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Exploit Weakness still apply to you.
At 9th level, your charm becomes extraordinarily beguiling. Your Maneuvers (CUN) – Feint has additional effects. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the roll and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't counterattack targets other than you. This effect lasts until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
Starting at 13th level, you can spend 2 extra AP when making a Maneuver on your turn to gain advantage on the roll.
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
To some assassins, spellcasting is just another tool they use to get the job done.
Cantrips
At 3rd level, you know three cantrips of your choice from your casting spell list. You learn an additional cantrip of your choice at 10th level.
Spellcasting Circles
The Arcane Trickster table shows the highest circle of spells that you can cast. To cast one of these spells, you must expend the mana and action point cost listed in the spell’s description. You regain all spellcasting resources when you finish a long rest.
Spellcasting Resources
You use mana, the arcane power that flows into the world. See Spellcasting for how much you have.
Known or Prepared Spells
You know a number of spells as an arcane caster. See Spellcasting for your known spells.
Arcane Spellcasting Attribute
Intelligence is your spellcasting attribute for your spells. You use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence when making an attack roll for a spell you cast or when setting the Spell Defense target.
Spell modifier = your spell rank + your Intelligence
Spell Defense = 8 + your spell rank + your Intelligence
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any defense rolls it makes against the spell this turn.
At 13th level, you gain the ability to distract targets with your magic. For 3 AP, you can designate a creature within 30 feet of you, using simple magic to distract it. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
At 17th level, you gain the ability to magically destroy the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can spend 3 AP to force the creature to make a Magic defense. The target number equals your Spell defense. On a failure, you negate the spell's effect against you, and you destroy the knowledge of the spell if it is at least 1st circle. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.