Base Class: Rogue
Masters of Death and deceit, Assassins are trained killers who will stop at nothing to slay their mark. Whether a Bounty hunter, a spy or a Cold blooded killer leaving a trail of bodies in their wake, Assassins use stealth, poison, precision and disguise to hone their craft.
Poison Adept
Your mastery of the various toxins and tinctures used in the craft allows you to make and use vital poisons in the field. You gain the ability to craft and use special poisons with your poisoner kit. Gain the Lethal Toxin, Hidden Ether and Truth Serum abilities. Enemies afflicted with these poisons must make a constitution saving throw with a DC = 8 + your proficiency bonus + your dex modifier. Once per day you can spend an hour to replenish the charges for these abilities.
Lethal Toxin - Coat a weapon, ammunition or trap components in lethal toxin. A creature that takes slashing or piercing damage from an object coated in lethal toxin must succeed on a constitution saving throw against your poison DC or take 1d6 poison damage. If a creature fails the saving throw by 5 or more they are poisoned. The damage die of the poison increases as you gain levels in the assassin subclass. 1d8 at 8th level, 1d10 at 13th level at 1d12 at 17th level. Lethal toxin has 3 charges.
Hidden Ether - Force an ether soaked cloth over an enemies nose and mouth causing them to inhale the fumes and fall unconscious. You must be in melee range and able to make a sneak attack to use this feature. The target must make a Constitution saving throw against your poison DC. On a failure the target falls unconscious for 8 hours. the target will wake early if it takes any damage or another creature uses an action shake them awake. on a success the target is immune to this effect and it cant be used on them again. Hidden Ether has 1 charge.
Truth Serum - Craft a vial of Truth Serum. Any creature that ingests the Truth Serum must make a constitution saving throw against your poison DC. On a failure the creature cant knowingly speak a lie as if under the effects of the Circle of truth spell for 1 hour. On a success the creature is immune to the effects. Truth Serum has 1 charge.
Identity Theft
Masters of deceit and disguise, Assassins use stolen identities to infiltrate Governments and empires, despatching their marks unseen.
Gain proficiency with the disguise kit. You can spend 10 minutes studying a humanoid in close range to steal their identity and assume their likeness for 24 hours. Gain advantage on any checks made against your stolen identity.
Assassin's Mark
Mark a target for death with the assassin's mark. As a bonus action, give a target you can see within 90 feet the assassin's mark for 1 hour. You know the location of marked enemies if they are within a 1 mile radius. Physical attacks against the target score a critical hit on a roll of 19 or higher. You can use Assassin's mark once per long rest.
Cold Blooded Killer
Your Expertise and dedication to the craft has steeled your mind against conflictions. Gain immunity to the charmed and frightened effects.
Death Dealer
You have become a master assassin, weaving death on the battlefield. Whenever you land a killing blow, you regain your movement and can make an action or a bonus action.
Previous Versions
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11/29/2020 7:09:48 AM
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12/22/2020 1:36:42 PM
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Coming Soon
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