Rogue
Base Class: Rogue

 

The Creed

Much like a paladin's oath, those that become members of the Assassin Brotherhood must always follow the creed. The creed, in Common, is as follows:

  • "Stay your blade from the flesh of an innocent."
  • "Hide in plain sight, be one with the crowd."
  • "Never compromise the Brotherhood."

These tenets permeate every aspect of the assassins' daily life, as well as their fight for "peace in all things". The Brotherhood carries out their duties through strategic assassination in the hope that killing one individual will lead to the salvation of thousands. They also believe that they fight on the behalf of those who do not possess the abilities, resources, or knowledge to speak out against those who abuse their power. Recently, the Brotherhood has banned the use of poison and similar weapons for being cowardly, but this portion hasn't been officially included in the creed.

Breaking the Creed

A Brotherhood Assassin that breaks the creed is taken to be judged by the Assassin Council, the higher powers within the Assassin Brotherhood. If the council determines through a vote to expel the assassin, then the assassin is stripped of their rank and exiled from the Brotherhood. Rogues that have been exiled from the Brotherhood lose access to their Brotherhood Assassin subclass features as well as their Brotherhood Armaments, which are surrendered to the council upon expulsion. In rare cases of extreme disregard for the creed, some expelled assassins have become targets that are hunted down by their former brothers.

Assassinate

Starting at the 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 hasn't taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. This bonus lasts until you have attacked.

Additionally, you can use a bonus action to target a creature you can see for assassination, a technique that is necessary for certain Brotherhood Assassin features. If you do, you gain a bonus equal to your proficiency bonus on Survival skill checks you make to track the targeted creature and Investigation skill checks made to learn more about your target. 

 You can deal an extra 1d6 damage to an enemy targeted with assassination you hit with a melee weapon attack (1d8 at level 9, 1d10 at level 13, 1d12 at level 17.) You also have advantage on Intimidation and Perception checks targeted at them. 

Brotherhood Equipment

Also at the 3rd level, you receive the Brotherhood Assassin's most important tools. Firstly, you receive the Roman Robes, an elegant set of white robes with metal plating. If you are wearing light armor, you can wear the Roman Robes over your armor. While wearing the Roman Robes over your armor, you may spend at least one minute in a crowd of people to almost perfectly blend in as a civilian, giving you advantage on any Stealth skill check you make to avoid detection. This disguised state ends if you leave the crowd of people, attack a creature or force a creature to make a saving throw.

You also receive one hidden blade, the signature weapon of the Assassin Brotherhood. If you lose this weapon or wish to own a second one, you can use the tinker's tools and 75gp worth of materials to craft a new one. 

This concealed weapon is the signature weapon of the Assassin Brotherhood. It is primarily used for assassinations, as the blade can be controlled by the user to hide under their sleeve and then extend instantly to stab a creature with a single touch. The weapon is also lightweight and retractable, making it perfect for carrying while avoiding detection or chasing a creature. The weapon can only be obtained through the Brotherhood, and those that sell the weapon are compromising the safety of the Brotherhood, often leading to expulsion, and in rare cases, execution.

Skills of the Brotherhood

At the 9th Level, you have mastered the freerunning technique, an advanced form of parkour taught to all Brotherhood Assassins. With your knowledge you are capable of climbing any man made structure, as well as most trees and large rocks. Additionally, while a creature you've targeted for assassination is within 500 feet of you, you gain advantage to acrobatics checks and gain a +10 to movement speed.

The Brotherhood has also taught you the innate ability of the greatest Assassins. You have mastered the technique of Eagle Vision, a very distinguished assassin skill that allows you to determine friend from foe. You can use a bonus action to activate this enhanced visual skill for one minute. While Eagle Vision is active, creatures and objects that you can see are covered in a color of light that corresponds with their personal relationship towards you, regardless of any attempts a creature makes to deceive you. Creatures that are covered in a red hue are creatures that are hostile towards you or creatures that you've targeted for assassination, blue-hued creatures are creatures that are friendly towards you, and objects covered in a golden hue are objects that are of interest to you. Additionally, you can always see a creature that you've targeted for assassination with this feature, even if they enter a building or use magic to conceal their location. You can use this feature a number of times equal to half your Wisdom modifier (rounded down, minimum 1). You regain all expended uses of this feature after taking a long rest.

You have learned how to leap from any height, soaring like an eagle and landing unharmed. If you are currently standing on top of a platform or the edge of a cliff, you can use an action to make a leap of faith. If there is some sort of cushioning material on the ground that you could land on, such as a pile of hay, a large pool of water, or a sack filled with produce, you land without taking any falling damage. Alternatively, if there is a creature that is either the same size as you or larger that you could land on, you can choose to land on top of the creature, preventing you from taking falling damage. You can also choose to attack the creature you land on top of with your hidden blade as you land. You can only perform a leap of faith if the distance between your current location and the ground is 180 feet or less.

Brotherhood Tools

Upon reaching level 13 you have learned the ability to craft rare and powerful brotherhood gear. This gear is crafted using Tinkers Tools and various materials as well as a gold cost

Hookblade:

Hidden Blade, Crowbar, 75 Gp. This hook attachment to the hidden blade allows for the user to extend their long jump range by 10 feet and gain advantage to athletics and acrobatics checks when involved with climbing.

Phantom Blade:

Hidden Blade, Crossbow, 50 Gp. This crossbow attachment to the hidden blade allows the user to fire crossbow bolts and darts from their hidden blade, the statistics are the same as the light crossbow. 

Parachute:

10 Feet of Cloth, 2 Metal Rods. This simple parachute is useful for gliding short distances and lowering fall speed.

Smoke Bomb:

15 Gp. This small ball explodes in a cloud of fog completely impenetrable to the human eye, it has a radius of 15 feet and lasts 4 seconds.

Poison Dart:

1 Dart / Crossbow Bolt, 1 Small Vial of Poison (Makes 3.) This poison dart is useful for quickly removing single enemy targets quietly and efficiently, a target that is hit takes 1d4 piercing damage and must succeed on a DC 15 Constitution saving throw, taking 2d10 poison damage on a failed save and adds the poison condition, on a successful save the target takes half as much damage and ignores the poison condition.

Eagle Eyes

At Level 17 you have trained in the arts of Assassination and know how to study your targets weaknesses and strengths. You now possess many advantages against them in combat. You must watch your target for 30 minutes in order to get a basic idea of how they act, this is lowered to 5 minutes if they are in combat the whole time. After having viewed them you gain the upper hand in combat against them.

 

Parry: 

If your target tries to attack you with a melee attack, you can take a reaction and attempt to perform any of the following moves: 

Grab: You can grab on to your enemy, allowing you to either shove the target to the ground, knocking them prone, or attack them with advantage.

Counter: You can attempt to block the enemies attack to attack them back while they are not prepared.

Disarm: You can attempt to disarm the target of the weapon he attacked you with, and use it for yourself if you are currently unarmed.

In order to perform these moves you must roll a contesting attack roll, if they roll under your AC its an instant pass, otherwise highest roll wins, tie goes to original attacker.

This ability can be used once and is then exhausted, the ability will be refreshed after either landing a successful attack on your target, or if the target dies.

Immobilize:

You are also aware of your targets resistances and immunities if they are any of the following: Bludgeoning, Piercing or Slashing you can also override them if they are only resistant, but must take disadvantage on the attack.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2021 2:17:29 AM
3
1
1.0
Coming Soon
3/14/2021 9:32:48 PM
5
1
1.5
Coming Soon
3/15/2021 2:18:53 AM
4
1
1.75
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes