Rogue
Base Class: Rogue
The assassins guild of the Mid-Lands is an ancient organization, formed when the currency of the land was secrets and favors. Members of this secretive order are powerful and efficient killers. Each assassin is an expert in a unique method of destruction or interrogation. Some are weavers of sinister spells, others deftly wield massive blades, but the most fearsome are the guildblade.
Guildblades are secret agents of the assassins guild. They walk among the common folk of the Mid-Lands, drink at taverns with groups, and work jobs in communities. However, when an envelope bearing the wax seal of a skull and daggers lands in their hands, guildblades become a ruthless force of death.
Each guildblade has a specialty weapon that is their signature execution method. As they takes lives, the bond they share with their weapon becomes stronger and only makes them greater at their deadly craft.

Face in the Crowd

When you choose this archetype at 3rd level, you gain proficiency with the stealth skill. If you already have it you gain expertise.

Also, you get advantage on stealth checks in crowded or urban environments.

Signature Weapon

When you choose this archetype at 3rd level, you forge your signature weapon. Choose a weapon in your inventory that you are proficient with. This weapon is now your signature weapon. Your signature weapon becomes a +1 weapon of its type and gains a name and title. Also it gains the deathstroke feature, detailed below.

Deathstroke. You may spend a bonus action when attacking with this weapon to gain advantage on that attack. If this attack is successful, roll an additional weapon damage die. When you reduce a creature to 0 HP with this weapon, you regain the use of the Deathstroke feature. Otherwise, you may only use this feature once per long rest.

Insight of the Assassin's Guild

Starting at 9th level, you can tap into the assassins guild network to get the drop on enemies. Once per day, if you know the proper name of a creature you are engaged in combat with, that creature is surprised.

You must attack or damage the surprised creature on your first turn. Also, if you do not reduce the surprised creature to 0 HP during this combat you will be Black Marked. You regain the use of this feature when you take a long rest.

Being Black Marked

The assassin’s guild is no secret. However, to maintain operation an organization that deals death must have a perfect success rate.

Assassins who fail to eliminate a target are Black Marked. This means they are a primary target of the guild until one of two things happens:

a) the target that escaped is killed or b) the assassin that failed is dead.

To be Black Marked is the worst fate of a guild member and eliminating a fellow assassin is a great honor. Since guildblades walk the streets of every town and look just like normal folk, any stranger could be hiding the dagger that will end your life.

Legacy of a Superior Weapon

When you reach 13th level, your signature weapon has been sharpened by your violence and tempered by the blood of its victims. Your signature weapon is now a +2 weapon and is now considered a magical weapon for overcoming damage resistances. Also, it gains the one of the following features of your choice:

  • Vampiric: Whenever you damage a creature with this weapon regain 1 HP. If you reduce a creature to 0 HP with that damage, regain 5 HP instead.

  • Death-Laced: When you damage a creature with this weapon that creature makes a Constitution saving throw against your attack check roll. On a failed save that creature takes poison damage equal to half your Rogue level at the start of each of its turns. Creatures with immunity to poison get advantage on this check

Legend of a Master's Weapon

Starting at 17th level, you and your signature weapon have become the subject of myth. Your signature weapon is now a +3 weapon. Also, it gains the one of the following features of your choice:

  • Loyal: This weapon gains the thrown property. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

  • Ferocious: You can roll one additional weapon damage die when determining the extra damage for a critical hit with this weapon.

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