Base Class: Rogue
Members of the Ghost Assassin Syndicate, depending on who you ask, are either an order of assassins or specters of death itself. The members of this guild preserve ancient techniques, passed down through generations of recruitment, by which a person becomes a spirit, and how that spirit can kill. Addicted to the ethereal, they see themselves as the ultimate assassins in which they slay in broad daylight, and escape invisibly into the air.
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.
Ghostly Form
Starting at level 3 when in combat as a bonus action, you can become invisible for up to 10 rounds, or until you make an attack or cast a spell. Outside of combat you can become invisible for 1 min or until you make an attack or cast a spell.
At 13th level this ability evolves letting you cast Etherealness but the effects only last for 10 minutes.
You can use this feature as many times a day as equal to your Intelligence modifier (minimum of 1).
Frightful Attack
By 9th level, you strike terror into your victim's heart when you appear out of thin air before delivering a precise, crippling blow. Whenever you hit a creature with a sneak attack that ends with invisibility on yourself, you can cause the target to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Intelligence modifier) or become frightened of you giving you advantage on all attack roles against that target and giving them disadvantage on all attacks against you for the duration they are frightened of you. The target remains frightened until they make a successful save but can repeat the saving throw at the end of each of its turns. Once a creature has been frightened by this ability, it can't be frightened by it again for 24 hours. At 9th level you gain 2d6 of psychic damage to successful hits against creatures frightened by you with this ability. At level 13 it increases to 3d6 and at 17th level 4d6.
Deathly Silent
By 13th level, you have trained yourself to make almost no noise while stalking your targets even when not ethereal and can move at full speed or dash action without stealth penalty. You have advantage on Dexterity (Stealth) checks involving sound, and you cannot be detected by creatures using tremor sense. You also gain Darkvision to 60 ft if you didn't already have it, if you already have darkvision double the range.
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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