Rogue
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. 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Master of Surprise

Starting at 3rd level, you are an expert at surprise.  You have advantage on initiative, and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Assassin's Arsenal

Through your assassin's training, you have been granted the secret recipes to hidden poisons. This poison may grant you additional damage or conditional effects if applied to your weapon or ammunition.

You prepare a number of doses of poison equal to your proficiency bonus on each long rest.  These poisons expire at your next long rest.  You may apply this poison to one melee weapon or ammunition using a bonus action.  Any attack made with this poison automatically grants sneak attack damage for the assassin.  In addition, at level 3, the poison may have one of the following effects:

1) Toxic Poison: The attack gains an extra d4+intelligence modifier poison damage.

2) Weakening Poison: The target is weakened by the poison, and has disadvantage on their attacks on their next turn.

Additional poison effects are unlocked at levels 9 and 17.

Master of Poison

Starting at 9th level, you have become an expert with poisoncraft.  This grants the following benefits:

1. You have resistance to poison damage.

2. You gain new poisons for your assassin's arsenal, as outlined in the linked ability.

 

Improved Assassin's Arsenal

Through your continued practical experience, you have improved the recipe to your poisons.  At level 9, you have gained the additional effects that may be applied through your poisons:

1) Necrotic Poison: The attack gains an extra 2d4+intelligence necrotic damage.  The toxic poison is also strengthened to 2d4+intelligence poison damage.

2) Stunning Poison: This poison may cause the target to become stunned for 1d4 rounds, if they fail the saving throw.

3) Blinding Poison: This poison may cause the target to become blinded for 1d4 rounds, if they fail the saving throw.

The saving throw is a constitution saving throw, and must be higher than 10 + proficiency bonus + the assassins' intelligence modifier.

Additional poison effects are unlocked at level 17.

Master of Infiltration

Through your continued experience, you have become an expert at slipping through shadows and avoiding notice.  This carries the following benefits:

1. If you spend one minute preparing, you may deceive those attempting to investigate you.  Unless the search action is taken, any creature attempting to notice your subterfuge has disadvantage.  This includes stealth, sleight of hands, or deception checks.

2. Your subterfuge allows you to avoid scrying eyes, and to bluff past spells that would force you to speak the truth.  If such a spell is cast upon you, you may decide if the caster is aware that their spell has failed.

Master of Death

Starting at 17th level, you become a master of death.  This carries the following benefits:

1. Mark of Death: As a master assassin, you have learned to prevent your target from being resurrected or revived.  You are able to do this by ripping a piece of the target's soul out with your killing blow. This will leave a mark upon the target's skin.  You may do this once per long rest.

2. Master Assassin's Arsenal: You have expanded your assassin's arsenal to include new poisons.

Master Assassin's Arsenal

Through your continued practical experience, you have master the recipe to your poisons.  At level 17, you have gained the additional effects that may be applied through your poisons:

1) Potent Necrotic and Toxic Poisons: The toxic and necrotic poisons are strengthened to 3d6 poison or necrotic damage.

2) Petrifying Poison: This poison may cause the target to become petrified, if they fail the saving throw.

3) Critical Poison: This signature poison inflicts critical damage upon your target.  The first attack made with this poison is automatically a critical hit.  This poison is difficult to make, and only one dose may be made per long rest.

The saving throw is a constitution saving throw, and must be higher than 10 + proficiency bonus + the assassins' intelligence modifier.

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