Rogue
Base Class: Rogue

Assassins are behind the scenes operatives of death. They will be given a target and required to do research into the habits and finer details of the target. Using basic training skills and novices to gather this information, they plan a careful approach to assassinate their target. Often after succeeding, the goal is to escape with as little confrontation as possible. Using all sorts of free running techniques, an assassin will aim to lose their attackers and then when they break line of site, they hide in an obscure spot until the coast is clear, then making their way back to the Bureau to report a successful mission.

 

Assassinate

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.

Condemn the Heretic

At 3rd level, you gain the ability to condemn a creature to death. You may Condemn a creature within 60 ft of you as a bonus action. While that creature is Condemned, you gain the following benefits:

  • Your weapon attacks against the Condemned creature count as magical for the purposes of overcoming resistance.
  • You may add your Sneak Attack damage to your attacks against Condemned creatures even if you do not have advantage on the attack or an ally within 5 ft of the enemy. All other restrictions still apply.
  • You know the exact location of the creature wherever they may be, including on other planes. 

A creature remains Condemned for 1 hour, or until the creature dies or you end it as a bonus action. Once you use this feature, you may not use it again until you finish a short or long rest.

Observation of the sacred

 

Starting at 9th level, your connection with the shadows allows you to be ever vigilant. While resting, the shadows watch over you. You remain aware of your surroundings within 30ft, even while asleep. In addition, you can never be surprised and can take your turn normally in a surprise round.

 

Into the abyss

At level 13 you can mark a target for death with an abyssal mark. As a bonus action, give a target you can see within 90 feet the abyssal mark for the fight. You know the location of marked enemy if the marked is  within a 1-mile radius. You score a critical hit on and a roll of +4 against a marked target. If the target dies, it will drop the through the abyss.

Abyssal mark has 2 charges. Regain  1 charge on a long rest.

You can teleport behind a marked enemy. If you are stealth after teleporting, you will not lose your stealth.

 

 

Shadow of the holy

At 17th level, you gain the ability to pass through most creatures and objects. You may use your reaction to impose disadvantage on any attack roll against you. Whenever you would walk through the area of any creature, it costs you no extra movement. The creature you walk through must make a Con. Save (DC=8+Prof. Bonus+Wis.Modifier) or take damage equal to your Sneak Attack Damage. You must also make a DEX. Save (DC=8+Prof. Bonus+Wis.Modifier) or take damage equal to half of your Sneak Attack Damage.

 

 

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