Rogue
Base Class: Rogue

You focus your training on the art of assassination. Various characters choose this archetype: contract killers, spies, bounty hunters, and even some religious figures trained to exterminate the enemies of their deity. Discretion, poisons, and disguises help you eliminate your targets with deadly efficiency.

Level 3: Additional Masteries

When you choose this archetype at level 3, you gain mastery of the Disguise Kit and Poisoner Kit.

Level 3: Assassination

Starting at level 3, you are at the peak of your art when you catch your opponent off guard. You have advantage on your attack rolls against any creature that has not yet taken its turn during combat. In addition, if you attack and hit a surprised creature, that attack is considered a critical hit.

Level 9: Infiltration Expert

Starting at level 9, you can create false identities for yourself. You must spend a week and 25 gp to establish the history, profession, and affiliations of an identity. However, you cannot establish an identity that already belongs to an existing person. For example, you would need to obtain the appropriate clothing, letters of introduction, and official-looking certification to pass yourself off as a member of a guild in a distant city and thus infiltrate a circle of merchants. Afterward, if you adopt a new identity with a disguise, other creatures will believe you are that person until they have good reason to think otherwise.

Level 13: Impostor

Starting at level 13, you gain the ability to imitate another person's speech, writing, and behavior with extraordinary accuracy. You must study these three aspects for at least three hours (listen to the person speak, examine their writing, or observe their mannerisms). Your deception is indistinguishable to a casual observer. If a creature suspects something is wrong, you have advantage on all Charisma (Deception) checks you make to avoid detection.

Level 17: Deadly Strike

Starting at level 17, you are a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw DD 8 + your Dexterity modifier + your proficiency bonus. On a failure, double the damage of the attack against that creature.

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