The Silent (Slay the Spire Class)

A deadly group of hunters and huntresses from the foglands. They specialize in eradicating foes with daggers and poisons

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The Silent

The Silent.

A deadly hunter that takes down foes with numerous cuts and poisons.

A Silent Killer

The Silent is one of four playable characters in Slay the Spire. This cunning hunter weakens it's foes with numerous cuts and poison, while using cheap tricks and agility to avoid their attacks. Where is the rest of your clan? When and why did you leave? What was your preferred quarry? These are things you should consider when creating this character.

Creating a Silent


Quick Build

You can make a Silent quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, then Intelligence. (Note: If you are planning on going with the Poisoner Subclass, then it is recommended that Intelligence be your second highest over Charisma) Second, choose the Hermit background. Third, choose daggers, leather armor and 20 darts

Class Features

As a The Silent you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Silent level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Silent level after 1st

Proficiencies

Armor: light
Weapons: Daggers, Darts, Slings
Tools: Poisoner's kit
Saving Throws: Dexterity, Intelligence.
Skills: Choose two from Acrobatics, Athletics, Nature, Survival, Stealth, Sleight of Hand, and Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two Daggers or (b) Shortsword
  • (a) 20 Darts or (b) A sling
  • (a) Leather Armor or (b) Padded Armor
  • (a) Dungeoneers Pack or (b) Poisoner's Kit
  • If you are using starting wealth, you have 1d4*10 gp in funds.

Table: The The Silent

LevelProficiency
Bonus
Features
1st+2Dagger Expert
2nd+2Dodge and Roll
3rd+2Silent Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Expertise
7th+3Silent Archetype Feature, Improved Dagger Expert
8th+3Ability Score Improvement
9th+4Caltrops
10th+4Prepared
11th+4Silent Archetype Feature
12th+4Ability Score Improvement
13th+5Piercing Wail
14th+5Improved Dagger Expert
15th+5Expertise
16th+5Ability Score Improvement
17th+6Silent Archetype Feature
18th+6Terror
19th+6Ability Score Improvement
20th+6Wraith Form

Dagger Expert

You are a savant with a dagger, making uses of it that most would never consider.

When you are wielding a dagger in each hand, you gain the benefits of the Two Weapon Fighting Fighting Style. Additionally, you may also double your proficiency bonus when making a thrown weapon attack with your dagger.

At 7th level, your damage die with a dagger increases to 1d6.

At 14th level, your proficiency with a dagger has reached levels not thought possible. You may add your Proficiency bonus to the damage rolls of any attack made with a dagger.

Dodge and Roll

When you reach 2nd level, you become able to move with great agility. Your may take the dodge, dash and disengage action on each of your turns as a bonus action.

Silent Archetype

When you reach 3rd level, you chose a Silent Archetype. Choose between Poisoner or Dagger Master, both detailed at the end of the class description. Your choice grants you features at 3rd level, and then again at 7th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Expertise

At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with poisoner's tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 15th level, you can choose two more of your proficiencies (in skills or with poisoner's tools) to gain this benefit.

Caltrops

Beginning at 9th level, Whenever you take the disengage action you may cover a 10 foot cube facing starting at you with spiked metal Caltrops. This area is treated as difficult terrain, and creatures moving through it take 2d4 Piercing damage per 5 feet of movement.

Prepared

Beginning at 10th level, you may take 1 additional action on the first turn of combat. Once you use this feature, you cannot use it again until you finish a long rest

Piercing Wail

Beginning at 13th Level, you can let out a bone chilling battle-cry that will weaken an enemy's resolve. Each creature you choose within 30 feet of you must make a Wisdom save (this save equals your 8 + proficiency bonus + Charisma). On a failed save the creature is frightened of you, and all melee and spell attacks made by that creature are made at disadvantage until your next turn.

Terror

Beginning at 18th level, your shear presence can terrify foes. As a bonus action, you can choose a creature that you can see, and make an Intimidation check against their Insight. On a success, they are frightened of you for 1 minute, and any successful attacks you make with your dagger on them are treated as a Critical Strike.

Once you use this feature, you cannot do so again until you finish a long rest

Wraith Form

At 20th Level, your body gains the ability to become intangible, as if you were a wraith in the mist. Once per day, you can spend an action to make your body intangible for 1 minute. While in this form, all attacks have disadvantage to hit you, and damage you take is reduced to 1.

After this ability ends, gain one point of exhaustion due to the strain put on your body to allow such a phenomenon.

Poisoner

This subclass of the silent uses unique poisons that will do consistent damage on many foes. Proper management of these unique mechanics can result in incredible damage.

Deadly Poison

Beginning at 3rd level, you learn to make poisons that when applied to foes that will eat away at them from the inside. You gain the use of Poison Stacks. At the beginning of a creatures turn, they take poison damage equal to the number of Poison Stacks they have, then they lose 1 stack. If an ability requires the creature to make a save, they do so against your Poison Save DC, which is 8 + your proficiency bonus + your intelligence modifier.

You gain the following abilities;

  Poisoned Stab: As an action, you can make an attack with your dagger. If it hits, the target gains 4 Poison Stacks.
  Crippling Cloud: As an action, you can throw a bottle of your poison at the ground within 30 feet of you, causing a cloud of Poisonous gas to appear in a 10 foot radius around that point. Each creature within that radius must make a Con save against your Poison Save DC or gain 4 poison stacks and have disadvantage on melee and spell attacks until your next turn. 
  Inoculation During a long rest, you may choose any number of willing creatures to grant immunity to your poisons for 24 hours. A creature who receives this benefit for 30 consecutive days will be granted permanent immunity to your poisons. (This does not affect poison damage from other sources, nor does it prevent the Poisoned condition)

Poison Stacks and Resistances: For the purpose of resistance/immunity to Poison damage, stacks are treated as damage, so the while the creature gains the same number of stacks if it is resistant/immune, the damage itself is reduced/prevented by the creature's resistance/immunity.

Envenom

At 7th level, you learn to more efficiently coat your weapons in your specialized poisons. As a bonus action, you may coat your blades in your poison for 1 minute. Whenever you deal damage with a weapon that is coated in your poison, that creature gains 1 Poison Stack.

You may use this feature a number of times equal to your proficiency bonus per long rest

Complex Poisons

Beginning at 7th level, your poisons become so complex that resistances will not affect it. Damage dealt by your poison stacks will ignore resistances, and do half damage to immune creatures. (This does not affect the resistance that you grant to members of your party)

Noxious Fumes

At 11th level, you become able to emit your poison in a gas form in a 15 foot radius around you as an action lasting for 1 minute. At the beginning of your turn, any creature within 15 feet of you gains 3 Poison Stacks. Once you use this feature, you cannot use it again until you finish a long rest.

Catalyst

At 17th level, you learn to intensify the potency of the poison on a single target. As an action, you can choose one creature within 60 feet of you that you can see. That creature must make a Con save, tripling their current poison stacks on a failed save, and doubling the stacks on a successful one.

Once you use this feature, you cannot use it again until you finish a long rest

Dagger Master

Your study of the dagger has paid off, and now you have the knowledge and skill to utilize it to it's fullest potential. This class is all about using a LOT of daggers, in a lot of different ways.

Upon taking this subclass at 3rd level you learn the Cloud of Daggers spell. Your casting modifier is Intelligence, and you may cast it once per day as a second level spell.

Infinite Blades

Beginning at 3rd level, if you start your turn with no dagger in one of your hands, a magical dagger appears in your hand. This dagger will disappear after you make a thrown weapon attack with it or if you drop it.

Dagger Spray

Beginning at 7th level, you gain the ability to send a flurry of daggers in a 15 foot cone in front of you as an action. Creatures inside must a make DC 15 Dexterity saving throw take 4d4 slashing damage, half as much on a successful save.

You can use this feature a number of times equal to your proficiency bonus per long rest

Accuracy

At 11th level, Your proficiency with a dagger increases significantly. Daggers will now Critically strike on a 19, and you may reroll 1's on damage die when dealing damage with a dagger

Storm of Steel

At 17th level, you can now cast the Animate Object spell using your Intelligence as the casting modifier. Daggers animated with this spell gain all benefits of your other dagger features and abilities.

Once you use this feature, you are unable to do so again until you finish a long rest.

Multiclassing

If running a Slay the Spire based campaign, I would recommend requiring the Prismatic Shard relic in order to multiclass this class

Prerequisites. To qualify for multiclassing into the Silent class, you must meet these prerequisites:

Dex and Int score of 13 or higher

Proficiencies. When you multiclass into the Silent class, you gain the following proficiencies:

Daggers, Darts, and the Poisoner's kit.

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