Rogue
Base Class: Rogue

You focus your training on the grim art of death. Those who adhere to this archetype are focused on the stealthy kill. Your superior stealth and specific training in a chosen method of enhancing your lethality help you eliminate your foes with deadly efficiency. You gain the following Class Features:

Deadly Specialty - Starting at 3rd level, you are at your most lethal when you get the drop on your enemies using your preferred weapon of death.

Deadly Results -  Starting at 9th level, you can use your chosen method of death dealing to achieve even more lethal results.

Art of Death -  At 13th level, you gain the ability to use your deadly methods in ways others cannot.

Imminent Death -  Starting at 17th level, you become a master of using the time before an attack to ensure the absolute best result.

 

Deadly Specialty

Starting at 3rd level, 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. Also at 3rd level, you’re mastery of the implements of assassination grows more deadly as you choose to focus your skills to mastering one style: You gain Expertise in one of the following: Garrote, Poisoner's Kit, or Stealth.

Garrote

You gain a bonus to Sleight of Hand checks to hide your garrote equal to double your proficiency bonus. Additionally, when used as a Two-handed weapon, the damage die becomes a d6.

Poisoner's Kit

You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. Additionally, during a long rest, you can create 1d4 + 1 doses of a single use Injury, Touch, Ingested, or Inhaled poison. You must make a Poisoner's kit roll, DC 15 (to successfully combine the ingredients in time for them to ferment during the long rest). On effect, the target must make a Constitution saving throw (DC 8 + your proficiency bonus) or take 1d6 poison damage and gains the poisoned condition for 1d4-1 (minimum 1) rounds.

Stealth

You gain a bonus to Sleight of Hand checks to hide a dagger on your person equal to double your proficiency bonus. Additionally, your damage die on a dagger becomes a d6.

Deadly Results

Starting at 9th level, you can use your chosen method of death dealing to achieve even more lethal results.

Deadly Results Features 

SPECIALTY FEATURE
Garrote When creature takes damage due to being grappled by a garrote you wield, you can add dice equal to half your Sneak Attack dice to the roll.
Poisoner's Kit During a long rest, you can now create 1d4 + proficiency bonus doses of a single use Injury, Touch, Ingested, or Inhaled poison. On effect, the damage increases to 2d6 + your proficiency bonus poison damage and gains the poisoned condition for 1d4+1 rounds. Target may repeat the save after the first round the poison has had an effect on them.
Stealth When you roll initiative while hidden, you gain advantage on the roll. Also, if your target is unaware of your presence (fails Investigation/Perception/or Passives too low) when you use the Attack action, you may Attack twice. 

Art of Death

At 13th level, you gain the ability to use your deadly methods in ways others cannot.

Art of Death Features

SPECIALTY FEATURE
Garrote You may now equip the garrote as a free action, even if hidden on your person. Additionally, when an enemy targets an ally within 5ft of you, you may use your reaction to impose disadvantage on the attack.
Poisoner's kit Your ability to produce a single use Injury, Touch, Ingested, or Inhaled poison increases to 2d4 - 1 (minimum 2) per short rest and when you create a poison, you can designate one creature type (for example, humans/goblins/fiends). The damage of that poison ignores any resistance or immunity that your creature type may have to poison.
Stealth You may attempt to hide even when only lightly obscured or in dim light. Additionally, when you have a dagger equipped, you may use it when an enemy targets an ally within range (both melee and ranged) to use your reaction to impose disadvantage on the attack. 

Maximum Lethality

Starting at 17th level, once per day, you become a master in using your chosen method, through the exacting preparations you performed, prior to an attack.

You must study the information you have on a single target prior to using this feature. You must make a History check, DC 15, with advantage, if studied the information for more than 8 hours in 1 consecutive week, ever. You then gain the ability, when the time comes, to eliminate your target in one attack. 

When you use your chosen specialty, the target is surprised or unaware of your attack, and it has less 100 hit points, then it must make a Constitution saving throw (DC 10 + proficiency bonus + Dex mod). If the target has hit points equal to or greater than 100 or makes its save then it takes full damage from your attack but no other special effects. For a failed save, the results depend on method used.

Maximum Lethality Features

SPECIALTY FEATURE
Garrote Target falls instantly unconscious but retains half of current hp.
Poisoner's Kit Target becomes incapacitated for 1d4+1 rounds. Target may repeat the saving throw at the beginning of each of their turns, after the first round they are incapacitated.
Stealth When using a dagger, you automatically perform a critical hit and get max damage. Other weapons just get maximum damage for the attack.

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