Rogue
Base Class: Rogue

As an Assassin, 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.

 

Assassination

Starting at 3rd level, you are at your deadliest when you get the drop on an enemy. You have advantage on attack rolls against creatures that haven’t acted yet in initiative and 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.

Sniper

Starting at level 9th, laying down and taking your time to aim at your foes from a steady position is now fruitful to you, as your weapons respond to your aim with better precision:
- Being prone doesn't impose disadvantage on your attack rolls with ranged weapons.
- When you are prone, standing up uses only 5 feet of your movement.
- If you are prone and haven’t moved on your turn you may reduce your speed to 0 and gain a bonus to one attack roll with ranged weapons equal to half your proficiency bonus.

Infiltration Expertise

Starting at 13th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to and at 13th level in this class, you also gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection

Anything is a Weapon

Starting at 13th level you've trained in being able to turn even the most mundane of tools into a deadly weapon. You gain proficiency in improvised weapons and you may use sneak attack with them, improvised weapons gain the finesse property provided you can use it with one hand.

Death Strike

Starting at level 17, you have reached the epitome of precision, dealing death as if destiny itself, as a creature marked by you has numbered moments.
Your sneak attack die increases from d6s to d10s.

Previous Versions

Name Date Modified Views Adds Version Actions
2/2/2023 11:53:40 PM
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Velvet Assassin Image

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