Rogue
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

At 3rd level, You gain proficiency with the disguise kit and the poisoner’s kit.

Assassin's Instincts

At 3rd level, You lean into your killer instincts, becoming your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that is either surprised or hasn’t taken a turn in the combat yet. Once per turn, an attack you hit with that has advantage in this way scores a Critical Hit, regardless of the roll.

Poisonous Lethality

At 3rd level, You use every drop of poison to its fullest. You are resistant to poison damage and you have advantage on saving throws against effects that cause the poisoned condition.

Additionally, you can use the Bonus Action granted by your "Cunning Action" to apply poison onto one melee weapon or piece of ammunition you carry. If you hit a creature with a weapon or piece of ammunition that is poisoned in this way, you deal an additional amount of poison damage equal to 1d6 + your Rogue Level.

Flawless Facade

At 9th level, You develop ways to hide in plain sight. You can spend up to ten days creating a false identity for yourself in one of the following ways:

Infiltrator's Facade. You fabricate and establish the history, profession, and affiliations for an original persona. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Impostor's Facade. You study an existing person’s speech pattern, handwriting, fashion sense, and mannerisms in order to effectively pose as that person. For example, you might stalk a member of a trading house and observe her behaviors so you can insinuate yourself into the company of other wealthy merchants by posing as her.

If you adopt a false identity created in this way as a disguise, other creatures believe you to be that person until given an obvious reason not to. If this disguise is copying an existing person, your ruse is indiscernible to the casual observer. For every day spent on creating this false identity, you gain a +1 bonus to your Charisma checks while disguised as it.

If you initiate combat with a creature who is fooled by this disguise, the creature is surprised without fail. A creature surprised in this way is surprised for two rounds instead of one. However, it can no longer be fooled by that disguise afterwards.

Initiative Blitz

At 13th level, You can rid yourself of all hesitation in any situation, rushing into battle to deliver death. You cannot be surprised while conscious, and you can add your Proficiency bonus to your initiative rolls.

Additionally, as part of your initiative roll, you can move up to your movement speed, and either make one weapon attack or take a "Cunning Action".

One Strike, One Kill

At 17th level, You become a master assassin. You deliver death so quickly, your victims may not even feel death's sting at all, robbing them of their final moments. When you hit a creature with an attack that is granted advantage through your "Assassin's Instincts" feature, it must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your Proficiency bonus). Upon a failed save, double the damage of your attack against the creature.

Previous Versions

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5/13/2021 1:36:46 PM
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