You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8 + 5) and 17th level (3d8 and 3d8 + 5).
You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20ft of another light created by this spell, and a light winks out if it exceeds the spell's range.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10ft radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from invibility.
Uses: 1 x long rest
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 AC, including against the triggering attack, and you take no damage from magic missile
Uses: 1 x long rest.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.
Uses: 1 x long rest
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to 5 questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Uses: 1 x long rest
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Uses: 1 x long rest
You send
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Uses: 1 x long rest
When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Uses: 1 x long rest
You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a move action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness or double with a Dash Action. You then have advantage on the first melee attack you make before the end of the turn.
You gain a bonus to damage rolls equal to your Charisma modifier (+5) against any target that is adjacent to none of your enemies.
You gain the assassin’s shroud power. Grants you the ability to subject an enemy to invisible shrouds that reveal its weakest points. Once per turn, on your turn, as a bonus action, with a gestual component, you may subject a target to your shroud. If the target is already subjected to the user's shroud, it is subject to an additional shroud, to a maximum of 4. Shrouds end when invoked by the user, when the user uses the assassin's shroud against a different enemy, at the end of the encounter, or after one hour.
The user can choose to invoke all shrouds on a target before making an attack roll against the target. If so, that attack deals additional damage, which does not benefit from bonuses to damage rolls. If the attack hits, the additional damage is 4d8 necrotic damage per shroud. If the attack misses, the additional damage is calculated as though one fewer shroud were invoked.
The target must be a creature within 50ft range that the user can see.
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast or an weapon attack that deals damage of that type, you can treat any 1 on a damage die as a 2
Day 1d6
Dim 1d8 + 5 + 7 nec (+ 5 solo)
Dark 1d12
Booming Blade (if move)
+ 2d8 + (3d8)* thunder
Green-Flame Blade (2nd creature 5ft)
+ 2d8 + (2d8 + 5)* fire
Shroud
+ 4d8 nec per shroud
Necrotic damge rolls 1s => 2
Resistent to necrotic damage
Spells ignores resistance to necrotic damge
Imune to Charm, Fear, Paralise, from Wis Saves
Auto pass in death saves
Superior Dark vision: 120ft
Advantage on saving throws against Charmed
Magic can't put you to sleep.
Every time you invoke 2 or 4 shrouds you can move the shrouds’ target 5 feet for each shroud in any direction.
Every time you invoke 2 or 4 you gain temporary hit points equal to your shadow assassin level (minimum of 1) for each shroud, until the end of your next turn.
You can use a bonus action to transfer all the shrouds from one target to another.
If the subject of your shrouds dies before you invoke them, you can use your reaction to move the shrouds to another target.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (+5).