Rogue
Base Class: Rogue

Assassins can focus on many aspects of the job: donning a disguise/infiltration, getting the jump on the foe, securing the kill, and escaping before the situation turns. This reworking of the assassin subclass focuses less on the first and allows the character more customizing options to make their character their own using existing feats and branching off of them.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Assassin's Expertise

At 9th level, your assassin's training has allowed you to focus on one element of your job to excel at with preparation. When you gain this feature, choose one of the following feats: Actor, Skulker, Poisoner, or Mobile. You gain the chosen feat and can change out the chosen feat at the end of a long rest.

At level 13, you may choose two feats instead of one to learn until the next short rest.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Skulker

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Reactionary Ambush

At 13th level, your ambush skills are at a level where a creature seeing you may still mean its too late. When you gain this feature, you gain the following benefits:

  • You have advantage on initiative rolls.
  • When you roll for initiative, you may use your reaction for the first round of combat to take the Hide action.
  • When you make an attack on a creature who has not acted yet this combat, if you were hidden from that creature successfully, that creature is considered surprised for the sake of class features.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, 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.

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