You killed for money in a city, furthering political schemes, settling grudges, or delivering vengeance. Your forte was stealth, combat, and poison. Political officials feared they would be next to fall under your blades. Dark was your home, the smell of blood the signal that another mission was a success.
- Skill Proficiencies: Assassins are stealthy, versatile hunters who have to know stealth, so to sneak into a secret conference in the middle of the night, or to slit ones throat whilst the victim is sleeping. Sleight of hand is also imperative, so as to silently stick a poisoned dart into someone, or concealing daggers and poisons.
- Tool Proficiencies: Assassins are masters of poison, as well as breaking into buildings.
As a member of the Assassins Guild, you can find other members in any civilization of at least 400 in population. You can request weapons, shelter, or even small loans. Horses and armor are available, but at a price. It requires a DC 10 Intelligence (Investigation) check to find other assassins of The Guild. In a tavern, bar, or other places where dark dealings happen, you make this check with advantage.
Suggested Characteristics
Assassins are typically Chaotic Neutral, due to their dark profession, they don't typically follow laws and will work for anyone with deep enough pockets.







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