These garments once concealed the greatest assassin of all time. Legend holds that, with this armor, none of his targets ever saw him. He originated the saying "one shot, one kill."
While wearing this armor, you gain +3 to AC. Additionally, you gain an additional +5 to all stealth checks made while wearing this armor. You also get the following features while attuned to the armor:
Unreal Agility. You gain +2 to your dexterity score; max 24. Additionally, your speed is increased by 10 ft.
Assassin's Initiative. You can add half of your proficiency bonus (rounded down) to initiative rolls.
Assassin's Quiver. There is a small, sectioned quiver affixed to the belt of the armor. The quiver has 6 compartments, 3 larger compartments and 3 smaller ones, which each magically produce their own arrows. The large compartments can keep producing arrows constantly, but the small compartments can only produce 2 arrows per day. Additionally, you can not draw from the the same small compartment more than once per round. Each compartment produces arrows with a special magical effect When an arrow is drawn from the quiver. After an arrow is drawn, it retains it's magic until the start of your next turn, at which point, the arrow becomes mundane. If any arrows call for a save, the DC is determined by 8 + dexterity + proficiency bonus.
- Venom, Large. These arrows are enchanted to confer the effects of a deadly necrosis poison. When you make an attack with an arrow from this compartment, it deals an additional 2d6 necrotic damage.
- Serrated, Large. These serrated arrows rip flesh and tendons to shreds. When you hit a creature that is not a construct or undead with this arrow, it deals an additional +3 damage, and the target must make a constitution saving throw. On a fail, the targets speed is reduced by 5 ft. until they complete a short or long rest. These arrows cannot reduce speed granted by magical means (cannot reduce the fly speed conferred by the fly spell).
- Eagle Feather Fletching, Large. These arrows are formed with magical fletching that guides the arrow and ensures a high arrow velocity. When you make an attack with these arrows, they act as +2 ammunition. Additionally, the guided arrow hardly ever misses. If an attack roll with this arrow misses by less than 3, the arrow still scrapes the target, dealing 1d6 + dexterity mod + 2 damage.
- Teleporter, Small. This section produces special arrows that let you jump through the shadows to quickly reposition. You can forgo an attack to fire this arrow at any empty space within range and teleport there. Additionally, if you make an attack with this arrow, the target takes damage as normal and must make a charisma saving throw. On a fail, you and the target swap spaces.
- Paralysis Arrow, Small. This section produces paralyzing arrows to provide an easy opening for an attack. When you hit a target with this arrow, it does half the normal damage, but they must make a constitution save. On a failure, they are paralyzed for 1d4 rounds. At the end of the targets turn, they can repeat this saving throw. On a success, the effect ends early.
- Destruction Arrow, Small. The last resort of most assassins due to its lack of subtlety, this arrow casts fireball on impact. The DC of the spell is the same as the other saves of the magical arrows. It can be targeted at a point within range of your arrow or you can make an attack roll with it. If you hit with an attack made by this arrow, it deals no normal damage, but the target becomes the origin of the explosion. They get disadvantage on the saving throw and take an additional 2d6 fire damage in addition to the normal 8d6.
Preemptive Strike. The readiness of a master assassin is unparalleled in combat. You know how to jump into action far before anyone else has a chance to react. If you are the first person to take a turn in combat, all of your enemies are considered surprised until the end of your turn if they are not already surprised. Additionally, when you roll your sneak attack damage against a surprised enemy, all 1's count as 2's. This ability takes a toll on the body and can only be used twice, then it cannot be used again until you complete a long rest.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: rogue
Previous Versions
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4/10/2021 2:06:03 AM
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1.0
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Coming Soon
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