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.

Tools of the Trade

Starting at 3rd level, you gain proficiency with the following equipment:

  • Disguise Kit
  • Forgery Kit
  • Poisoner’s Kit
  • One martial weapon of your choice

Your proficiency bonus is doubled for any ability check you make that uses a disguise kit, a forgery kit, or a poisoner’s kit. Any poison you craft with a poisoner’s kit deals additional damage equal to your Dexterity modifier.

Assassinate

At 3rd level, you are at your deadliest when attacking unsuspecting foes. You add your proficiency bonus to your initiative rolls, and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

In addition, any hit you score against a creature that is surprised is a critical hit.

Marked for Execution

At 9th level, you stalk your targets far more efficiently, analyzing their movements and behavioral patterns to line up the perfect strike. As a bonus action, you can mark one creature you can see for execution. For 1 minute, any sneak attacks you make against the marked creature use d8s instead of d6s when determining the additional damage dealt. These dice increase to d10s at 16 level. Once you use this ability, you must finish a short or long rest before using it again.

Infiltration Expertise

Also 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.

No Escape

At 13th level, you can prevent your targets from escaping, ensuring that none may evade your reach. Whenever you hit a creature with your sneak attack, their speed is halved and they lose the ability to take the disengage action until the start of your next turn.

Impostor

Also starting 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

At 17th level, you become a master of delivering instant death to unexpecting foes. 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, double the damage of your attack against the creature.