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.
Imposter
The greatest kill is the one the victim never sees coming. You have a familiarity with disguises, and enough training or experience to bluff your way past even the most hardened bodyguards.
You gain proficiency with the disguise kit, as well as advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. Additionally, you can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Poisoner
A dart, dipped in the poison of a frog. An idol, covered with deadly dust. The hemlock sip. Poisons are the tools of the trade for assassins - and something every wise ruler fears.
You gain proficiency with the poisoner's kit.
At the end of a long rest, you may create up to three vials of Basic Poison, if you have enough vials to store them, expending 5gp per vial. As an action, you can apply one vial to one weapon or up to five pieces of ammunition. Once applied, the poison retains potency for up to one minute before drying. A creature hit by the poisoned weapon or ammunition must make a constitution saving throw (DC 8 + your Dexterity Modifier + your Proficiency Bonus) or take Poison damage equal to a number of d4 times your proficiency bonus. Alternatively, as an action you can apply one vial to one item of food or drink. A creature which consumes the poisoned item takes damage equal to a number of d8 times your proficiency bonus.
You may choose to add special ingredients to your poison. Doing this consumes the ingredient and Basic poison, and creates one additional vial of this Special Poison. Alternatively, your DM may choose to allow you to expend 25gp in place of any ingredients. See the Assassin's Poisons table for further information on what can be made. These poisons are less stable than basic poisons and require special storage vials. You have a number of special vials equal to your proficiency bonus. You may replace a special poison when you create a new one.
| Poison | Ingredient | Effect |
| Assassin's Blood | Nightshade Root worth at least 1gp | Poison damage dealt when applied to a weapon or piece of ammunition increases to d8. If ingested the damage increases to d12. |
| Serpent Poison | Giant Poisonous Snake Venom Sac | This ingredient must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency bonus), taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature automatically fails it's saving throw if the poison is ingested. |
| Wyvern Poison | Wyvern Barb | This ingredient must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency bonus), taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. A creature automatically fails it's saving throw if the poison is ingested. |
| Purple Worm Poison | Purple Worm Venom Sac | This ingredient must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency bonus), taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. A creature automatically fails it's saving throw if the poison is ingested. |
| Crawler Mucus | Crawler Mucus | A Creature must make a Constitution saving throw (DC 8 + Dexterity modifier + Proficiency bonus) or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. A creature automatically fails it's saving throw if the poison is ingested. |
| Drow Poison | Spider Venom & Underdark Mushroom | A creature subjected to this poison must succeed on a Constitution saving throw (DC 8 + your dexterity Modifier + your proficiency bonus) or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. |
| Truth Serum | White chrysanthemum worth at least 50gp | A creature subjected to this poison must succeed on a Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the Effect of a Zone of Truth spell. |
| Flashbang Poison | Gibbering Mouther Splittle | A creature subjected to this poison must succeed on a Constitution saving throw (DC 8 + your dexterity Modifier + your proficiency bonus) or be Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. A creature automatically fails it's saving throw if the poison is ingested. |
| Paranoia Poison | Obsidian flakes worth at least 20gp | A creature subjected to this poison must succeed on a Constitution saving throw (DC 8 + your dexterity Modifier + your proficiency bonus) or be Frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. A creature automatically fails it's saving throw if the poison is ingested. |
| Flames of Revival | Phoenix Feather | A creature hit with this poison takes 4d10 fire damage. If the creature is a humanoid, and their hit points drop to 0, they die and suffer the effects of the Re-incarnate spell 24 hours later somewhere within 50 miles that they were killed. The vial contains one dose, and if applied to a weapon expires after one hit. |
| Lovesick Poison | Succubus Tail | A creature subjected to this poison must succeed on a Constitution saving throw (DC 8 + your Dexterity Modifier + your Proficiency bonus) or be Charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. A creature automatically fails it's saving throw if the poison is ingested. |
| Bile of the Lower Plains Poison | Tongue of an Imp or Quasit | Celestials take 2d6 poison damage. If ingested, destroys a Celestial with a CR lower than your character level. |
| Imposition of Order Poison | Steel cube worth at least 100gp | Abberations take 2d6 poison damage. If ingested, destroys an Abberation with a CR lower than your character level. |
| Cold Iron Poison | Iron shavings worth at least 10gp | Fey take 2d6 poison damage. If ingested, destroys a Fey with a CR lower than your character level. |
| Heavenly Light Poison | Holy Symbol worth at least 5gp | Fiends take 2d6 radiant damage. If ingested, destroys a Fiend with a CR lower than your character level. |
| Dragon-blight Poison | Yeti eye | Dragons take 2d6 poison damage. If ingested, destroys a Dragon with a CR lower than your character level. |
| Lifelight Poison | Holy Water worth at least 25gp | Undead take 2d6 radiant damage. If ingested, destroys an Undead with a CR lower than your character level. |
Assassinate
Starting at 9th level, you are at your deadliest when you get the drop on your enemies.
You gain advantage on initiative rolls.
You have advantage on attack rolls you make against any creature which hasn't taken a turn in combat yet.
In addition, any hit you score against a creature under the following conditions is a critical hit: The creature is surprised, blinded, charmed, incapacitated, paralyzed, restrained, unconscious, or if you are unseen by them.
Master of Assassination
Starting at 13th level, murder has become second nature to you. You snuff out lives as easily as a candle, and can do it far more silently.
You gain advantage on Dexterity(Stealth) checks.
Poisons created using your Poisoner feature ignore resistance to Poison damage. In addition, you can create up to two vials of special poison when you use the Poisoner feature.
Death Strike
Starting at 17th level, you become a master of instant death. When you use your Assassinate feature to score a critical hit, the creature 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.
Previous Versions
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Posted Sep 11, 2021V.2 Included the ability to spend gold in place of ingredients for special poisons.