Base Class: Rogue
Those who exist in darkness and have never been exposed to the light have always been the object of fear to others. Preferring to operate in the shadows, Sicarios are masters at using weapons on both hands, and are experts in using the exotic Katar weapons. They have ultimate mastery of poison usage, and are experts in using their stealth to strike when you least expect it.
Enchant Poison
When you choose this archetype at 3rd level, you gain proficiency with the poisoner's kit if you don’t already have it. Your proficiency bonus is doubled for any check you make with it, and any poison that you create with a poisoner's kit has the DC of the saving throw increased by your proficiency bonus. You can use the bonus action granted by your Cunning Action to coat any weapons you are holding in poison as if they were a single weapon.
Weapon Mastery
Starting at 3rd level, your training grants you an enhanced ability while fighting with two weapons. You gain the Two-Weapon Fighting Fighting Style, and any attack roll you make while engaging in two-weapon fighting using finesse weapons is a critical hit on a roll of 19 or 20 on the d20. You also gain proficiency with the Katar.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Katar
Martial Melee Weapon. 10gp. 1d6 piercing or slashing. 2 lb. (Finesse, Light, Special).Katars are short, flat blades two to three feet in length attached to an H-shaped hilt, held so the blade sits directly above the knuckles and in line with the wielder's arm. This design allows the attacker to thrust the blade with all of his weight behind it, creating powerful, penetrating strikes. The tips of the blades are thicker than most short blades, as they are designed to puncture chainmail and plate armor. While primarily piercing weapons, a skilled wielder can also use the sharpened edges of the blade for sweeping, slicing attacks.
Special. When you engage in two-weapon fighting while wielding a separate Katar weapon in each hand, both weapons receive a +1 bonus to their attack and damage rolls.
Cloaking
Starting at 9th level, you are a master at hiding from view. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you attack a creature, cast a spell, or you force a creature to make a saving throw.
You can't use this feature again until you finish a short or long rest.
Sonic Blow
At 13th level, you learn to flurry a maelstrom of blades, ripping through flesh blossoming into an area of death. Once during each of your turns, when you hit a creature with a melee weapon attack, you can force it to make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature takes additional 6d6 slashing damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Deadly Mastery
At 17th level, you reach the pinnacle of your lethal arts, and your knowledge of poisoncraft is unparalleled. Your weapon attacks while engaging in two-weapon fighting using finesse weapons score a critical hit on a roll of 18-20.
You gain resistance to poison damage, and you are now immune to the poisoned condition. Additionally, you may now create poisons at a quarter of the cost and at half the time.
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