Rogue
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.

Tools of the Trade

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, poisoner’s kit, and one martial weapon of your choice. Your proficiency bonus is double for any ability check you make that uses either your disguise kit or poisoners kit and any poison that you create has a DC of Intelligence Modifier+Proficiency Bonus+ 8 and does extra damage equal to your Intelligence Modifier.

Intelligent Manipulator

Any Charisma skill check that you make can use your Intelligence modifier instead of your Charisma modifier.

Assassinate

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

Marked for Execution

At 9th level, you are able to single out your targets both in and out of combat, analyzing their movements and behavior patterns to size them up. As a bonus action, you can mark one creature you can see for execution. Al sneak attacks you make against this creature for the next minute use d8’s instead of d6s. You can do this once per short/long rest. This damage increases to d10’s at 16th level. Additionally, you an spend 1 minute closely observing a creature you can see and hear. Doing so grants you advantage on any checks you make to interact socially with that creature for the next 24 hours.

No Escape

At 13th level, you are able to shut down any attempts made by your quarry to escape, ensuring none survive to compromise you goals. Whenever you hit a creature with less than half of its hit points remaining with a weapon attack or reduce a creatures hit points below half with a weapon attack, their speed is halved and they lose the ability to take the disengage action, teleport themselves, or travel to another plane of existence until the end of your next turn.

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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