Base Class: Rogue
An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
Level 3: Assassinate
You’re adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. You have Advantage on attacks against any creature that hasn’t seen you yet this combat. If your Sneak Attack hits a target that hasn't seen you yet this combat, the attack is automatically a critical hit. Additionally, this attack deals additional damage equal to your Rogue level.
Level 3: Assassin’s Tools
You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.
Level 9: Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
Hidden Technique. You have Advantage on Stealth checks.
Level 13: Envenom Weapons
When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.
Level 17: Death Strike
When you hit with your Sneak Attack against a target which has yet to see you this combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack’s damage is doubled against the target.







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