Rogue
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 the disguise kit and the poisoner's kit.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You gain the following benefits:

  • A dagger's damage dice increases to a d6, d8, and d10 at 4th, 8th, and 12th level, respectively.
  • You can add your proficiency bonus to your initiative rolls.
  • Your attacks gain advantage against creatures who have not yet taken a turn in a combat encounter or who are suffering from the poisoned condition.
  • Your attacks become critical hits when hitting creatures who are surprised.

Killer's Method

Starting at 9th level, you hone your skills gaining a favored approach to dealing death. Select one of the following benefits:

Potent Poisons

Creatures have disadvantage against any poisons you affect them with, and you roll 1 extra damage die when a poison deals damage.

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.

Expert Ambusher

Starting at 13th level, you have gained the ability to always get the drop on your enemies and to end them rightly. Whenever you make a initiative roll, treat a roll of 9 or lower on the d20 as an 10. Also, when you have advantage on a weapon attack roll, your weapon attacks score a critical hit on a roll of 19 or 20. 

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 the creature is stunned until the end of your next turn, and you double the damage of your attack against the creature.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2022 10:15:10 PM
81
7
5e
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes