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.
Tricks of the Trade
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on initiative rolls and the first hit you score against any creature that hasn’t taken a turn in the combat yet is a critical hit. In addition, at 9th level, the Steady Aim feature no longer impedes your movement.
Infiltration Expertise
At 9th level, you have honed your skills for infiltration and espionage. While wearing a disguise or assuming a false identity, you gain the following benefits:
- You have advantage on Charisma skill checks.
- You are considered hidden when you make an attack roll against creatures deceived by your disguise.
- You can conceal up to 2 light weapons within each of your disguises, as long as there is enough material to cover them. These weapons will remain concealed as long as the creature that is trying to find them fails its Intelligence (Investigation) check, contested by your Dexterity (Sleight of Hand) check.
Lethal Performance
At 13th level, your extensive training gives you the ability to perform assassinations with more grace and precision. Your Sneak Attack die becomes a d8 instead of a d6.
Death Strike
Starting at 17th level, you become a master of instant death. When you score a critical hit against a creature that hasn’t taken a turn in the combat yet, 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 that creature.
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