Base Class: Rogue
A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.
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.
Master Plan
Starting at 3rd level, you gain three additional skill or tool proficiencies, and can swap these out for different ones during a long rest.
In addition, your Initiative rolls gain a bonus equal to your Intelligence, Wisdom, or Charisma modifier (your choice).
Charisma
You gain a bonus to your Initiative equal to your Charisma modifier.
Inteligence
You gain a bonus to your Initiative equal to your Intelligence modifier.
Wisdom
You gain a bonus to your Initiative equal to your Wisdom modifier.
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 is Surprised or hasn’t taken a turn in combat yet, and any hit you land on them is a Critical Hit.
Surprised creatures have Disadvantage on Saving Throws that you impose on them, and you can add your sneak attack damage dice to any one damage roll that you deal to them.
Example: you surprise them with an explosive, they have disadvantage on the roll, and you can add your sneak attack damage on the bombs damage.
If your attack would damage more than one target you can choose one creature who takes your sneak attack damage, if an attack would deal multiple different damage types you can choose only one to add your sneak attack damage dice to.
You can only add your sneak attack to an attack if you haven't used it already, and doing so uses it for your turn.
Unarmed Assailant
Starting at 3rd level, you are trained to dodge and strike, with or without equipment.
You have an Unarmored Defense of 13+ Dex, and your Unarmed Strikes deal 1d6 and count as a Finesse weapon.
Infiltration Expertise
Starting at 9th level, you can create false identities for yourself and others, you must spend an hour coming up with basic identification and history, granting yourself or other creatures Advantage on Deception checks made to protect their identity, alternatively you can spend seven days to produce a perfect identity along with identifying papers and objects that "prove" the false identity, targets with a perfect identity have Advantage and a +10 bonus to all Deception checks made to protect their identity.
If the identity is stolen from another person you need at least an additional hour to study their speech, writing, and behavior.
You can also teach another being how to mimic a given identity over the course of a day, granting them this bonus as well.
Targets with either identity lose its benefits when making a check against a creature that has observed obvious evidence that disproves your identity.
Example: You copy the identity of someone, then coach your entire group to do so as well, and their mother is pretty sure she only has one son.
Resistance Training
Starting at 9th level, some jobs are made easier through the use of poisons or other drugs, as a precautionary measure you have improved your constitution and gained a strong tolerance to pretty much everything meant to kill, inhibit, or otherwise.
You are Resistant to Poison Damage and are Immune to the Poisoned condition, you are Proficient with Constitution Saving Throws.
Stealth Mastery
Starting at 13th level, you have perfected erasing your presence entirely, you are not invisible, but you make no noise and leave no trace, not even moving the air you pass through, your movements near instant and hard to follow. They blink, you are gone.
While stealthed you make no sound, and leave no other forms of evidence, spells below 5th level used to detect your presence does not work against you while hiding.
You gain the ability to hide in plain sight, and can hide anywhere at any time, Stealth checks are made at Advantage if line of sight is broken.
You can also attempt to Stealth at any time as a Reaction if you would have Advantage on the roll.
In addition, your movement speed is increased by 10ft and you gain the ability to move across the surface walls, ceilings, and liquid, you can cling to ceilings and walls while not moving.
You have climbing speed equal to your walkspeed.
Death Strike
Starting at 17th level, you become a master of instant death.
When you land sneak attack on a creature that is Surprised or hasn’t taken a turn in combat, you deal double your sneak attack damage dice.
Previous Versions
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