Rogue
Base Class: Rogue

The Hassan do not kill for pleasure, they are merely tools of order responsible for claiming the heads of men who stray towards evil. They are one, but also one, a grand collective of assassins constantly working to develop new techniques to add to the orders library for the sake of a shared goal. Lifetimes of knowledge condensed for each successive generation all for the purpose of perfecting their craft. Chief among the stored skills of the order are the 9 miraculous abilities developed by the past leaders, the Zabaniya.

Body Modification

When you choose this archetype at 3rd level you show your devotion to the order, surgically altering your body into a tool for assassination. You gain the following benefits:

  • Your unarmed strikes use a d6 for damage.
  • Your unarmed strikes are counted as finesse weapons for the purpose of performing sneak attacks.
  • You gain proficiency in the Acrobatics skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Zabaniya: Delusional Heartbeat

At 17th level, your piety is recognized and the order rewards you with a miraculous tool tailored to a true assassin. When you hit a creature with an Unarmed Strike, you can forego dealing damage to gently touch the target and create an imperceptible ethereal link between yourself and the target: this link lasts for a number of hours equal to your rogue level and as long as you and the target remain on the same plane of existence. At any point while this link is active you can manifest an ethereal copy of the target's heart in the palm of your hand without using an action (if the creature has no functioning heart you may manifest something of similar importance such as a brain or a core.) As an action you may crush the heart, if you do so the linked creature must make a Wisdom saving throw with a DC of 8+ your proficiency bonus + your intelligence modifier. Upon a failed save, the linked creature is reduced to 0 Hit Points. If it succeeds it takes 10d6 necrotic damage.

You can only have one creature under the effect of this feature at a time. Once you use this ability, you cannot use it again until you completed a long rest.

Silent Dance

Starting at 3rd level, you read the flow of battle as easily as you breathe. You can add your intelligence modifier to your initiative rolls.

In addition, you don't need advantage on your attack roll to use your Sneak Attack if no other creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class features still apply to you.

Assassin's Eye

At 9th level, your strikes are as informative as they are deadly, gradually informing you on your opponent's idiosyncrasies and flaws. If you spend at least three rounds in combat with a creature within 30 feet, you gain advantage on attacks against that creature and you can choose to add your Intelligence modifier to your armor class against attacks from that creature. You can only gain this benefit against one creature at a time.

Shadow Lantern

Starting at 13th level you learn to draw energy from the darkness that surrounds you, melting into the shadows. If you end your turn completely covered by the darkness you become wreathed in black shadows. You automatically succeed any stealth checks made while in this state. You lose this benefit if you take an action or if the darkness surrounding you is cleared by any means. Effects and abilities that ignore magical darkness such as truesight ignore this ability as well. This ability is non-magical in nature.

Hassan Image

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