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.
Study Target
Beginning at third level you gain the ability to [Tooltip Not Found]as an Action.
To study a target you must be hidden. You emit a presence that you have to suppress with a [Tooltip Not Found] with a DC equal to the creature’s Wisdom Score. The DC increases by the Gap between your Rogue level and the creature’s CR if the creature has a CR higher than your level. On a fail, the target you are trying to study becomes aware of your presence but not your location. On a pass, you gain a token. You gain the following effects for each token acquired on a single target. Note: Tokens only apply to the target unless stated otherwise. If the target detects you while Studying it, you lose 2 Tokens. Tokens expire after a long rest.
Right Behind You
Ninth Level Assassin:Re Feature
Beginning at Ninth Level, you can use Right Behind You as an action.
When you successfully Sneak Attack an opponent you can choose to inflict Panic upon them once per long rest.
During this panic their actions will target random creatures around it, itself excluded. Attacks made will deal normal damage, however if it hits an ally of the creature affected, it will deal double damage. The creature will remain unaware of your presence if you use your movement to move away from it during the same action you used this turn.
After the target’s panic they must make a DC12 Constitution Saving Throw. On a fail, they fall unconscious for an hour, taking Bleed Damage equal to the amount missed from the Saving Throw.
Ideal Positioning
Beginning at Thirteenth Level, you can choose two preferred environments from the list below.
- Indoors
- Forest
- Mountains
- Arctic
- Grasslands
- Underdark
- Coastal
- Desert
- Hill
- Swamp
- Underwater
- Urban
When you choose two of the following, you find that hiding out there is easy when you are in those locations, gaining the following benefits.
- Immune to Disadvantage on Stealth Checks
- Advantage on Perception, Survival, and Insight checks.
- Advantage on Study Targets (Stealth) against targets with 2 or less Tokens built on them.
Assassinate Target
When you have 6 Tokens into a Studied Target, you gain the ability to attempt to use the Assassinate Target ability. Provided that the creature’s CR is within your Level + Your Intelligence Modifier. Creatures who are hit by this must be the same size as you or smaller.
When using this ability your character gains Blood Lust and loses all Tokens built up on the Target, spending them for a deadly attack.
You gain Disadvantage with a -2 modifier (1d20-2), without adding any other modifiers to your Sneak Attack Roll as you make a lethal attack.
On a hit, the creature must make a saving throw equal to your level + the distance between your Attack Roll’s result and their ac. If they fail the save, they are Instantly Reduced to 1HP and are incompactitated for three rounds . They must make three DC11 Willpower saving throws.
If they fail none of the saving throws, then they will receive half of the HP they lost from Assassinate Target as healing, and are immediately awoken. If they fail 1 saving throw they awaken, proned, at 1HP. If they fail 2 saving throws, their HP is reduced to 0 and they must make their Death Saving Throws. If they fail 3 Saving Throws, they are Immediately Killed.
This feature can only be used once per target, regardless of pass or fail. This feature can only be used once per 7 Days.







Comments