Base Class: Rogue
You are a Master Assassin. Head and shoulders above your guild, you are sent as a last resort when all other assassins have failed. Only beholden to the Guild Master, you have no rules to follow, no tenets to stay your hand. you travel fast, silent, and light, never allowed to carry anything but what you need to complete your mission.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain expertise with thieves tools, the disguise kit, and the poisoner’s kit, but lose half your carrying capacity. As well as proficiency in Athletics.
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 all creatures in the combat while in stealth. In addition, any hit you score against a creature that is surprised is a critical hit. As you fully commit to your attacks, if you miss your attack on a target you damage yourself. Make a dexterity check, (DC 15) increasing by 1 every 4 levels, for half damage. Also when ever you roll sneak attack, the roll is doubled.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself that hold up to even the most intense scrutiny. 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. If you Spend Twice as long and Four times as much you could roll a D20+ your Wisdom Modifier+ your Proficiency Modifier to establish an identity akin to a high tier merchant, low tier Noble, or Mid tier Adventurer from another Kingdom.
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.
Impostor
At 13th level, you 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 mannerisms. While observing your subject make a Wisdom (Perception check + Proficiency modifier to find a feature such as a mole or birthmark to replicate.
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. If someone who is familiar with your subject suspects you they have disadvantage on their insight check to discover your deception.
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 Wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Previous Versions
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2/25/2023 7:56:28 AM
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