Base Class: Rogue
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the poisoner's kit and forgery kit.
Killing Intent
If you deal damage to a surprise target or to a creature that has no visibility on you, you double the damage of your sneak attack. Additionally you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Wolf in sheep´s clothing
Starting at 9th level, you can unfailingly create false identities for yourself. To do so you must have spent 7 days in area of where the false identity would be present. Ex: If you wanted to create a false identity as a merchant, you could have spent 7 days near the market or a merchants guild.
During those 7 days you don´t need to be actively trying to create an identity, you innately pick up the information. After those 7 days you can establish the history, profession, and affiliations for an identity while on a short rest and create documents or appropriate clothing on a long rest. You can't establish an identity that belongs to someone else. Additionally you must have a forgery kit and a disguise kit with you to create your new identity.
if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Pick your Poison
At level 13th during a long rest you can create a strong random poison with a specific effect. You can embed a weapon of your choose with the effects of the poison as a bonus action. The weapon keeps this effects to up to an hour. For the effect chosen to the poison role a d12.
1,3,5,9: Failed Poison: No effect
2: Blue Poison: Creature must make a constitution saving throw higher than 8 plus your intelligence modifier or fall unconscious for 1 minute.
4:Red Poison: Deals an additional d8 fire damage.
6:Yellow Poison: Roll your sneak attack damage, then half it. The creature regains hit points equal to that number.
8:Green Poison: Deals an additional 2d6 acid damage.
10:Orange Poison: Creature must make a constitution saving throw higher than 8 plus your intelligence modifier or be blinded for 1 minute.
11:Purple Poison: Creature has their speed half and has disadvantages on dexterity and straight saving throws for 1 minute.
12:Black Poison; Creature must make a constitution saving throw higher than 8 plus your intelligence modifier or take an additional d6 of necrotic damage after the create takes damage for 1 minute.
You can only have a max of three poisons in your inventory and need to have a poisoner´s kit to be able to create a poison.
Death Strike
At level 17th when dealing damage to a target that has not taken a combat turn, its considered surprised, has no visibility on you or its currently being fooled by one of your disguise; it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. You can do a equal times to you dexterity modifier per long rest.
Previous Versions
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