Base Class: Rogue
You focus your training on the grim art of death and infiltration. Those who adhere to this archetype are divers: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate enemies of their deity. Stealth, poison, and disguise help you get in close and 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 learn to maintain the upper hand in combat. As a bonus action, you can mark a creature that you can see, making a Stealth check against their Perception. If you succeed, you are hidden from the now marked creature, regardless of any attacks or damage you give or take, for the next minute, until you intentionally make yourself known to the creature, or mark another creature. A marked creature can take the Search action on each of its turns to locate you, forcing you to mark it again if it succeeds.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
You prefer to finish your marks quickly and easily. Starting at 17th level, when you attack and hit your marked creature for the first time since you last marked it, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Comments