Base Class: Rogue
Silent Fang Assassin
Silent Fang Assassins are a group of assassins that specialize in poisons, traps and other tricks to overwhelm their enemies. Their Guilds are usually found in larger city's and settlements, and Assassins trained by them are especially dangerous in urban areas with lots of verticality and corners to hide in.
Level 3: Silent Fang training
Starting at level 3, you gain certain benefits from your training.
Resourceful: You are experienced with using items to trick your enemies.
- Whenever you finish a long rest, you can produce a number of the following items equal to your rogue level out of material that would be useless to others. If you are proficient with a tool that could realistically be used to produce one of these items, you can also add your proficiency bonus to the amount of these items. These items are worth only one copper piece and break the next time you take a long rest. These items are: Acid (vial), Alchemist's Fire (flask), Bomb, Caltrops (bag of 20), Grenade, Smoke, Poison, Basic (vial)
- You can use a bonus action to use one of these items. The save DC of these items is instead 8 + your dexterity modifier + your proficiency bonus.
- When a creature fails a saving throw against one of these items, you have advantage on your next attack against that creature made until the end of your next turn.
- You gain proficiency with improvised weapons, and you can use dexterity instead of strength for improvised weapons
Fast reflexes: You can move in almost any environment and are faster than most others
- You gain a climbing speed equal to your walking speed
- Whenever you take a bonus action, that is neither the dash nor the disengage action, you can move an additional 10 feet without provoking attacks of opportunity.
- If you make a ranged attack with a light weapon, you can draw another light weapon as a part of that attack.
Level 9: Stealthy strikes
You gain the following Cunning Strike options.
Pinning Attack (cost: 3d6). If this attack was a ranged attack with a weapon with the thrown property, the Target must succeed on a dexterity saving throw or be pinned down by your weapon. While pinned down, the target is restrained and attacks against them have advantage. To end this condition, they have to take an action to make a dexterity (sleight of hand) or strength (athletics) check. If they succeed, the condition ends.
Disappearing Strike (cost: 2d6). If this attack was a melee weapon attack, you can move 20 additional feet without provoking attacks of opportunity and then take the hide action. You can replace the hide or the movement part of this action with a throw of a Grenade, Smoke
Level 13: Stronger crafted items
You’ve learned how to maximize use of your crafted items, granting you the following benefits.
Stronger items. You can add half your rogue level to one damage roll of the items created with silent fang training, and half your dexterity modifier to every damage roll.
Extra items. You can create a number of items from your silent fang training equal to your dexterity modifier on a short rest. These items break after 8 hours. You can also craft a Potion of Healing using two items per potion. You can add your dexterity modifier to the healing done by these potions.
Level 17: Assassins instincts
When you take your first bonus action on your turn, you can take another bonus action immediately after it. You can use this feature a number of times equal to your dexterity modifier and regain all expended uses on a long rest.
Previous Versions
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