Base Class: Rogue
Taking this sub-class commits you to the Assassin's order, a group of individuals dedicated to preserving the freedom of all people and fighting those who would seek to control them. Joining the order is a commitment more important then any personal promise, and members of the order must be willing to fight and protect the order and it's values at all costs. In order to fight for the freedom of the people, one must remember these principles:
"Stay your blade from the flesh of the innocent "
" Hide in plain sight, be one with the crowd "
" Never compromise the Order "
As a member of the order, you will be hunted by those who oppose our ideology. There will be many places where you will not be safe, and times when you will have nothing to depend on but your equipment, skill, and instinct. Keep the creed in your mind and the will of the people in your heart, and fight so that all can be free.
Assassin's Training
Starting at 3rd level, your training has taught you how to track and kill your targets swiftly and discretely, and move with precision and efficiency. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet and any hit you score against a creature that is not aware of your presence is a critical hit. In addition, the distance and height of your jumps are doubled, you can long jump after moving 5 ft and don't use extra movement when climbing.
At 3rd level, you can also materialize a dagger made up of magic and at every 2nd level your weapon's size increases.
Weapon Master
You have become a master of your weapons, and know how to use them to near perfection. At 13th level, you become a master with your hidden blade and three other weapons of your choice, granting proficiency and one additional damage die with those weapons.
You can also hone your mastery of these weapons to guarantee a devastating attack. If you have taken no other actions and/or moved less than half your movement speed on your turn, you can take the attack action to deal maximum damage with your first attack that hits. When you hit and deal damage with this feature, your turn immediately ends.
You can use this ability a number if times equal to half your proficiency bonus, rounded up and regain all uses on a long rest.
Touch of Death
The mark of a true assassin is the ability to deliver a single, deadly strike to an unaware opponent.When you make an attack with your hidden blade against a target with 100 hit points or less that is not aware of your presence, you can force them to make a constitution saving throw equal to 8 + your dexterity modifier + your proficiency bonus (this feature bypasses the Alert feat). On a failed save, the target is killed instantly. On a successful save, the target takes double the damage the attack would normally do. You can use this ability a number of times equal to your wisdom modifier, and regain all uses on a long rest. In addition, you now critically hit a creature on a 19 or 20.
Basic Training
When you join the brotherhood at 3rd level, you are taught the basic skills that assassins need to be effective. you gain proficiency with the disguise kit and poisoner’s kit. In addition, you can use your action to hone your senses in on a creature. This effect lasts for 1 minute, and increases to 5 minutes at 8th level, 10 minutes at 12th level, and 1 hour at 16th level. while this effect is active you gain advantage on tracking/ pursuing your target, pickpocketing, and planting items on the target. Skill checks examples include survival, acrobatics, athletics, stealth, and sleight-of-hand checks.
Specialized Assassinations
A mix of your free running training in combination with your knowledge of biological weaknesses allows you to preform exceptionally lethal hits and escape from dangerous situations. at 9th level, when making an attack with your hidden blade, you can add these features to the attack:
Drop Attack: if you are above a creature you can attempt to land on them whilst delivering an attack. The creature targeted must make a dexterity saving throw equal to 8 + your dexterity modifier + your proficiency bonus. On a failed save, the fall deals no damage to you up to a distance of 80 ft, and the damage you would have taken is added to your hidden blade attack. On a successful save, you take half of the fall damage you would have taken, but the target is only damaged by the hidden blade attack.
Wound and Roll: You can use your hidden blade to briefly incapacitate a target, allowing you unhindered movement whilst within range of them when you make an attack with your hidden blade, you can force the target to make a constitution saving throw equal to 8 + your dexterity modifier + your proficiency bonus. On a failed save, the target is incapacitated until the start of their next turn. in addition you can move through their space while their are incapacitated. On a successful save the target is not incapacitated and you cannot move through their space.
Ledge Take down: If you are climbing to a ledge and there is a medium creature within 5 ft of that ledge, you can attempt to use your attack to pull them off the ledge. If your attack hits, the target must make a strength saving throw equal to 8 + your dexterity modifier + your proficiency bonus. On a failed save, you throw the target from the ledge, causing them to take full fall damage on top of your hidden blade attack.
You can only have one feature per attack, can use these abilities a number of times equal to half your level rounded up, and regains all uses on a long rest.







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