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.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. Your proficiency bonus is expertise for any ability check you make that uses either your disguise kit or poisoners kit. Your poison (DC 8 + your Wisdom modifier + your proficiency bonus) does extra poison damage equal to your Wisdom Modifier along with the specific poison damage.
Experienced Assassin
You are at your deadliest when you get the drop on your enemies. Starting at 3rd level, you gain a bonus to your initiative equal to your Wisdom modifier. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised, stunned, or poisoned is a critical hit.
Covert Expertise
Starting at 9th level, you have mastered the art of disguise and to a magical extent and coercing other through your experience in the world. You can cast disguise self at will. All checks for your disguise kit proficiency also apply to this spell. You can also add your Wisdom modifier to all Charisma based checks. You also gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least 1 hour studying these components. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma checks you make to avoid detection.
Wounding Strike
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 a critical hit, 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.
Deadeye
Starting at 17th level, you become a master of instant death. When you attack with advantage and hit a creature, it must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature takes max damage from the attack and any extra damage, including poison.
Previous Versions
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