Base Class: Rogue
Rogue Concealed Assassin Archetype
This archetype is based on the Rogue Assassin Archetype from the 5e Player Handbook. My DM and I worked together to create this Archetype for my Player Character due to my preference to go unseen entirely to kill targets rather than forge documents or infiltrate through deception. It also has been influenced by my Player Character’s frequent creation, sale, and use of poisons in and out of combat. Not everything has been changed from the original Rogue Assassin Archetype, and the things that have been changed will be marked clearly.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. 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.
Poison Expertise
Starting at 9th level, you get the abilities and bonuses stated in the Root, and of one Subroot which you select from Poison Expertise.
[Root]: You get advantage on all poison identification. You get a general resistance to all poisons, and advantage on saving throws to resist their effects.
[Subroot 1]: Once per long rest, you may automatically succeed on a saving throw to resist poison and its effects.
[Subroot 2]: You have become well practiced with the brewing and creation of poisons. Poisons you brew now bypass immunities from creatures, beasts, and monstrosities that are normally immune to poison instead, treating that immunity as a resistance. Creatures, beats, and monstrosities that are normally resistant to poison are treated as if they have no poison resistance.
Hidden Terror
Starting at 13th level, you get the abilities and bonuses stated in the Root, and of one Subroot which you select from Hidden Terror.
[Root]: You have become even more skilled when taking advantage of openings against distracted or unaware targets. All your sneak attack damage dice are increased from d6s to d8s.
[Subroot 1]: While hidden have disadvantage when trying to ascertain your position using sight or hearing, even if they know there is something is present. When a creature does ascertain your position but is still reacting to the discovery you may make an attack against them as though they were surprised. If they are killed by this surprise attack, your position is not revealed to others trying to ascertain your position, you use the previously used Dexterity (Stealth) check and do not need to hide again.
[Subroot 2]: When you kill a creature with a surprise attack you make an intimidation roll with advantage, any humanoid within 60 feet and within line of sight of that slain creature has to roll a Wisdom save against the result of your intimidation roll. Upon failure, they are considered frightened by you. They may end the effect when they are behind full cover, or no longer are in line-of-sight of the source of its fear. Humanoids that fail the save by 5 are to be considered incapacitated and restrained by terror.
Death Strike
Starting at 17th level, you become a master of instant death. 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.
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