Rogue
Base Class: Rogue

An Assassin of the Brotherhood takes a pledge to follow it's three tenets. This is know as the Assassin's Creed and it is as follows:

  • Stay your blade from the flesh of an innocent
  • Hide in plain sight
  • Never compromise the Brotherhood

This Assassin's Creed is what you have sworn your life to following. This organization is secretive, lucrative, and--above all else--peace keepers. They kill in the name of peace and the mass public, striking down corrupt nobles and criminals to make the world a safer place.

Assassin's Agility

Beginning at 3rd level, when you choose this archetype, you gain a climbing speed and jumping speed equal to your movement speed. Additionally, you have advantage on Acrobatics and Athletics skill checks while climbing or jumping.

Brotherhood Training

Beginning at 3rd level, when you choose this archetype, you gain a Hidden Blade and a Phantom Blade and you are proficient with both. Additionally, you may choose two skills and two tools from the list below. You gain a number of Assassin Points equal to 1 + half of your Rogue level (rounded down) and may use them to activate the trainings and tools you choose. You regain all Assassin Points at the end of a long rest. You gain two more choices at 9th level, one at 13th level, and another at 17th level.

Assassinate (Skill)

When you make a successful attack with your Hidden Blade, and would gain the effects of Sneak Attack, you may spend an Assassin Point to make the damage die of the Hidden Blade a 1d10. The Assassin Point must be spent and declared before the damage is rolled. 

Environmental Blending (Skill)

As a bonus action, you may spend an Assassin Point to gain advantage on Stealth Checks for 1 minute. Additionally, during this 1 minute, if you are within at least 10 ft. of three or more non-hostile creatures, you add a +10 to stealth checks.

Fire Arm (Tool)

If your DM allows firearms, you gain a firearm and you are proficient with it. Additionally, you may spend an Assassin Point to reload the firearm as a bonus action instead of an action.

Fire Cracker (Tool)

As an action, you may spend an Assassin Point to throw a noise-making bomb to attempt to distract a creature that is not in combat. You can throw the noise-making device upwards of 30 ft. and it can be heard from up to 60 ft. away. The noise is immediate and does not persist. Any target not in combat must make an Intelligence saving throw of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, they are lured toward the noise. Otherwise, they are put onto alert and cannot be surprised.

Locksmith (Skill)

When picking a lock, you may add a number equal to your Intelligence modifier + your proficiency bonus to the skill check to pick the lock.

Phantom Strike (Skill)

You may spend an Assassin Point to attack twice with your Phantom Blade this turn.

Poison Gas (Tool)

As an action, you may throw a poison-filled bomb a maximum of 30 ft. to a target location. The bomb has a radius of 10 ft. and lasts for 1 minute. Creatures within the bomb at the start of their turn must make a Constitution saving throw of 8 + your proficiency bonus + your Intelligence modifier. On a failed save they are poisoned for 1 minute, otherwise they suffer no effects. A creature affected by the Poison Gas that is outside of the its radius can use its action to attempt and cleanse itself of the poison by making the same Constitution saving throw.

Smoke Bomb (Tool)

As an action, you may throw a smoke-emitting bomb a maximum of 30 ft. The bomb has a radius of 5 ft. and a diameter of 10 ft. The bomb obscures the vision of anyone inside of it, except for you. You have advantage on attack rolls within the Smoke Bomb, while every other creature has disadvantage on attacks (unless they do not rely on sight). As a bonus action, a creature can attempt to make a Perception check equal to 8 + your Proficiency modifier + your Intelligence modifier to negate the effects of the smoke bomb. The smoke-emitting bomb lasts for 2 rounds.

Nimble-Footed

Starting at 9th level, your movement speed increases by 10 feet. Additionally, as a reaction while falling a maximum of 60 feet, you may spend an Assassin Point to reduce your fall damage to 0. Furthermore, you may use your action to spend an Assassin Point in an attempt to execute an Aerial Attack on a creature up to 60 feet below you. Whether or not the attack is successful, your fall damage is reduced to 0. If the attack is successful, the target takes extra bludgeoning damage equal 5 times every 10 ft. traveled to the target.

Marked Target

Starting at 13th level, as a bonus action, you may mark a target. The target may either be named by you, or may be a creature you can see. You may only have one activate target at a time. Marking a target gives you advantage on Perception and Investigation checks for tracking down your target. Additionally, you cannot be surprised by the target and the target cannot gain advantage on attacks against you. The first attack made on each of your turns against your target has advantage and can be a critical hit on a 19 and a 20. You may use this feature once per long rest and the mark lasts for 24 hours or until the target dies. If you mark a different target after a long rest, the previous mark vanishes.

Eagle Vision

Starting at 17th level, as a bonus action, you may spend 3 Assassin Points to be granted the effects of Eagle Vision for 1 minute. While under the effects of Eagle Vision, you gain the features below.

  • You are granted Truesight.
  • You can see creatures through walls to a maximum of 60 ft. away. Creatures that would be hostile appear in a red glow, creatures that would be neutral appear in a yellow glow, and creatures that would be friendly appear in a blue glow.
  • You have advantage on all Investigation and Perception checks.
  • You can detect magical objects a maximum of 60 ft. away.

You may only use this feature once per long rest. Additionally, if you would begin combat with no Assassin Points available, you gain an amount of Assassin Points equal to your Intelligence modifier.

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