Assassin in Galir | World Anvil
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Assassin

You focus your training on blending into your surroundings, striking when least expected. 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.  

Trained Killer

When you choose this archetype at 3rd level, you gain proficiency with two of the following: alchemist's supplies, disguise kits, forgery kits, and poisoner’s kits.  

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies and are even better at targeting their most vulnerable points.   You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.   Additionally your sneak attack dice are now d8's.  

Assassin's Expertise

At 7th level, you are an expert in your methods, whether it be disappearing into crowds, stalking your target from above, or making use of deadly poisons. You gain one of the following features of your choice:
  • Blade in the Crowd: You gain advantage on Deception checks made to maintain a disguise or false identity and Stealth checks made to blend into a crowd.
  • Death from Above: You gain a climbing speed equal to your walking speed, and when you intentionally jump from a height, you can reduce falling damage you take by an amount equal to three times your rogue level.
  • Hidden Toxins: You are immune to the poisoned condition, have resistance to poison damage, and other creatures have disadvantage on rolls to detect poisons you employ.

Cloak and Dagger

At 11th level, you are quick to act and to capitalize on weakness. You have advantage on initiative rolls and attack rolls made against targets below half health.

Death Strike

Upon reaching 17th level, you become a master of instant death.   When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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