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 garrotes, and Tinker's Tools.
Assassinate
Starting at 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 the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Deadly Implements
Additionally at 3rd level, you're mastery of the implements of assassination grows more lethal:
• When creature has their hit points reduced due to being grappled by a garrote you wield, you can add dice equal to your Sneak Attack dice to the roll.
• When you deal damage with a dagger, it's damage die is a d6 for you.
• All Firearms you implement gain the Concealable* property and no longer create loud booming sounds when fired
Concealable. You have advantage on Dexterity (Sleight of Hand) checks made to hide this weapon.
Killer's Method
Starting at 9th level, you have mastered one technique of your choice for approaching a target. Select one of the following benefits:
- False Face: You gain expertise with the disguise kit, and can assume a prepared disguise with the bonus action granted by Cunning Action.
- Blade in the Dark: You gain expertise with the Stealth skill. You can attempt hide even when you are only lightly obscured by dim light.
- Poisoner's Path: You gain expertise with the poisoner's kit. During a long rest, you can create one a single use Injury, Touch, Ingested, or Inhaled poison. On effect, the target must make a Constitution saving throw (DC 10 + your proficiency bonus) or take 2d6 + your proficiency bonus damage.
Blade in the Dark
You gain expertise with the Stealth skill. You can attempt hide even when you are only lightly obscured by dim light.
False Face
You gain expertise with the disguise kit, and can assume a prepared disguise with the bonus action granted by Cunning Action.
Poisoner's Path
You gain expertise with the poisoner's kit. During a long rest, you can create one a single use Injury, Touch, Ingested, or Inhaled poison. On effect, the target must make a Constitution saving throw (DC 10 + your proficiency bonus) or take 2d6 + your proficiency bonus damage.
Favored Approach
Starting at 13th level, you hone your skills gaining a favored approach to dealing death. Select one of the following benefits:
- Trusted Face: If you spend seven days establishing a fake identity for yourself or three hours studying another person to impersonate, you have advantage on any Charisma (Deception) check involving maintaining your disguise and identity.
- Swift Blade: When you roll initiative while hidden, you gain advantage on the roll.
- Specialized Poisons: When you create a poison, you can designate one creature type (for example, Fiends). The damage of that poison ignores resistance or immunity that creature type may have to poison.
Specialized Poisons
When you create a poison, you can designate one creature type (for example, Fiends). The damage of that poison ignores resistance or immunity that creature type may have to poison.
Swift Blade
When you roll initiative while hidden, you gain advantage on the roll.
Trusted Face
If you spend seven days establishing a fake identity for yourself or three hours studying another person to impersonate, you have advantage on any Charisma (Deception) check involving maintaining your disguise and identity.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, 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 the creature.
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