Rogue
Base Class: Rogue

The purpose of this subclass is much the same as the preexisting assassin subclass but with a twist. This subclass is not as reliant on the surprise round, and focuses more on increasing the consistent damage of the 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 have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, the first hit you score against a creature that is surprised is a critical hit.

Anatomical Knowledge

Your understand of anatomy gives you an edge in combat whenever you use your sneak attack you can add an additional d6 of damage. This damage increases to 2d6 at 9th level and 3d6 at 17th level.

Infiltration Expertise

Starting at 9th level, you can create a mask in the image of someone you have observed for a minute, the DC to discern the mask is fake is 8 + proficiency bonus + dexterity modifier. You can create a number of masks equal to your proficiency bonus per long rest. Gain proficiency bonus to forgery kit and disguise kit. Move speed is increased by +5 speed. Gain proficiency in deception and performance. 

Nimble Killer

At 13th level, you gain a climb speed equal to your walking speed. Gain +5ft speed. You can add your dexterity modifier to any high/long jump and only need a 5ft running start. Gain proficiency in acrobatics.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit (with auto crit attack) a large or smaller sized 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 dies instantly. Targets that are larger take triple damage on a failed save. 

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