Class: Assassin

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ASSASSIN v10.0

The assassin is an unfailing assailant; focusing their training on the grim art of death. Those who adhere to this class are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to enforce justice or exterminate the enemies of their faith. Stealth, poison, and disguise are all tools to aid in the quick elimination of foes with deadly efficiency.


Assassins devote as much effort to mastering specialized skill sets and adding to their knowledge as they do to perfecting their combat abilities, giving them vast expertise in regards to infiltration and disguise that few others can match. In addition to these abilities and often out of necessity, many assassins also refine skills that help them remain unnoticed in society, even taking on false identities.

A SINGLE STRIKE

Assassins are trained to kill efficiently, to strike at vital areas with the intent of ending life and the dance of combat quickly. Unlike warriors, who brutally hew at any creature that stands in their path, an assassin has a singular focus and tends to view any violence except against an identified target – those marked for death – as a distraction and waste of motion. The perfect kill is one that wastes little motion or resources and perhaps is never even noticed — not even by the victim.


When it comes to combat, assassins are unwavering in their purpose, prioritizing the elimination of a single chosen target over any other distractions; cunning or brute strength does not matter, only the end result. Most assassins would rather make a single precise strike, placed exactly where it will inflict the most damage. While seemingly entirely focused on offense, assassins do have effective defensive skills and an almost supernatural knack for avoiding danger.

ASHES of LIFE

Whereas most killers can be adept with weapon and the arts of infiltration and mimicry, trained assassins transcend the normal skill level; learning to make use of dark energies generated through the pain and fear of their target. This energy is often referred to as the "ashes of life" or simply "ash" and forms as a miasmic cloud where violence occurs to living beings. Ash is not a form of arcane or necrotic power, seemingly manifesting from the psychic energies associated with throes of violence and death. It is described as a black ash-like substance that floats in the air and settles on surrounding surfaces though this description is not universal – some assassins even refer to it as the “dark water” or “black tears” and describe it as more of a liquid while others may refer to it as "the mist". Invisible to the untrained eye, more philosophic assassins believe that the ash is the very essence of fear and pain as well as the residue of the soul as it is extinguished.


Assassins adept in the use of ash are able to draw upon this substance to create powerful effects and exceed their body's physical capabilities; certain assassin features harness this power to directly manipulate the life force of their opponents.

The COST of DEATH

While the methods of each individual assassin may differ, the end result is always the taking of a life and the taking of life does not come without a payment. Sometimes, the payment is simply the fulfillment of justice or the elimination of a threat to person or guild; at other times, the impetus is simply being given enough coin to justify the end result. Without doubt, this gives the impressions that assassins are ruthless killers lacking in empathy or morals. For most assassins, this is the furthest from the truth as they are often driven by complex rules and rigid morality.

Assassin Advancement

Assassin Table
Level Proficiency Bonus Ashen Essence Precision Damage Features
1st +2 -- 1d4 Assassinate, Reflexive Strength
2nd +2 2 Deathcrafts, Perfect Disguise
3rd +2 2 Guild Affiliation
4th +2 3 Ability Score Improvement
5th +3 3 2d4 Critical Threat
6th +3 4 Mark Target
7th +3 4 Sudden Violence, Trained Observer
8th +3 5 Ability Score Improvement
9th +4 5 3d4 Guild Secret
10th +4 6 Ability Score Improvement, Peerless Deceiver
11th +4 6 Calculated Cruelty
12th +4 7 Ability Score Improvement
13th +5 7 4d4 Guild Secret
14th +5 8 Occluded Presence
15th +5 8 Lethal Attacks
16th +5 10 Ability Score Improvement
17th +6 10 5d4 Relentless
18th +6 12 Guild Secret
19th +6 12 Ability Score Improvement
20th +6 12 Signature Kill

Class Features

As an assassin, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Assassin level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per assassin level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Disguise kit

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon of your choice
  • (a) light crossbow and quiver with 20 bolts or (b) three daggers
  • (a) burglar's pack or (b) an entertainer's pack or (c) an explorer's pack
  • (a) Leather armor, a short sword, and a disguise kit

Assassin Saving Throws

Some of your class features and deathcrafts require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:


DC: 8 + your proficiency bonus + your Intelligence modifier.

ASSASSINATE

Your training provides insight into a creature's vulnerabilities, allowing you to identify weak points and exploit them.


Once per turn, as long as you are wielding an assassin weapon, which are any simple melee weapons that do not have the two-handed or heavy property or martial melee weapons with the finesse property, your weapon attacks score a critical hit on a roll of 19 or 20 and the weapon’s damage increases by an amount based on your level in this class, as shown in the Precision Damage column of the Assassin table.


In addition, when you deal damage to an opponent with a weapon attack using an assassin weapon and reduce the target to 0 hit points, the creature suffers disadvantage on all death saving throws.

REFLEXIVE STRENGTH

Years of training have honed your musculature to the point that muscle memory takes over when you are threatened, driving your reflexes to a greater degree than speed and agility. While you are wearing no armor and not wielding a shield, you gain the following benefits:

  • Your Armor Class equals 10 + your Dexterity modifier + your Strength modifier.
  • Any time a Dexterity saving throw is called for, you may substitute your Strength saving throw in its place.

PERFECT DISGUISE

Starting at 2nd level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.


Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

DEATHCRAFTS

Beginning at 2nd level, you acquire and hone a deadly, distinctive set of skills referred to as ‘Deathcrafts’ amongst assassins. Many of these techniques have been perfected through generations of use, while others are personally discovered; honed through painful dedication. Regardless of the origin, deathcrafts are used to augment your skills and focused on ending fights quickly.


Access to your deathcrafts is through the ability to perceive and draw upon the “ashes of life”, represented by a number of points known as ashen essence. Your assassin level determines the amount of ashen essence you have access to, as shown in the Ashen Essence column of the Assassin table.


You can draw upon ashen essence to fuel various deathcrafts. You may only use a single deathcraft in any given round of combat.


You start knowing three deathcrafts that are common to all assassins: Death Strike, Enhanced Reactions, and Unnatural Vitality. You learn more features as you gain levels in this class.


When you draw upon ashen essence, the ability to do so becomes more and more difficult until it is unavailable. You must finish a short or long rest, at the end of which you refocus, replenishing spent ashen essence. You must spend at least 1 hour of the rest performing various mental and physical routines to regain your access to this essence.

For the rare victim that manages to survive an attack by an assassin, it is said that some assassins seem to always inhale deeply – as if attempting to catch a scent – during combat. Rare descriptions even sometimes describe a subtle black smoke cascading off assassins during battle.

Deathcraft: Death Strike

Immediately after making a successful weapon attack, you can spend a single ashen essence to increase your damage. You roll additional damage dice equal to your precision damage and add the result to your weapon damage.

Deathcraft: Enhanced Reactions

Any time you are asked to roll initiative, you can spend an ashen essence to increase your initiative. Roll two d20 and take the higher result as your initiative score.

Deathcraft: Unnatural Vitality

You are able to push your body well beyond its limits, shrugging off even dire wounds that would render others unconscious or dead. When you are the subject of an attack, you can expend an ashen essence, rolling dice equal to your precision damage die and gaining a number of temporary hit points equal to the number rolled. These temporary hit points last until the start of your next turn.

GUILD AFFILIATION

At 3rd level, you join an assassin’s guild, a collection of like-minded practitioners that help you advance your knowledge and skill. You may select one of the options listed in the Guild Affiliation section at the end of the class features.

GUILD SECRET

Beginning at 3rd level, your guild passes on one of the secrets of their trade; a special feature or ability that augments your already formidable abilities. You gain additional guild secrets at 6th level, 9th level, 13th level, and again at 18th level.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

CRITICAL THREAT

Beginning at 5th level, you have perfected the art of killing, displaying unerring control with assassin weapons. Your assassinate feature attack scores a critical hit on a roll of 18, 19 or 20. This critical range increases to 17, 18, 19, or 20 when you reach 11th level in this class and to 16, 17, 18, 19 or 20 when you reach 17th level in this class.

Deathcraft: Opportunist

You can exploit a creature's momentary distraction. Whenever a creature meets the requirements for an opportunity attack and you have already used your reaction, you can spend an ashen essence to gain a reaction which must be used to make an opportunity attack against that creature.

MARK TARGET

By directly studying and focusing on a single target, you gain a significant advantage. Starting at 6th level, you may select a single creature you can see within 60 feet and use your bonus action to mark it as your target. Until your turn ends, you gain the following benefits against the mark:

  • Your movement doesn’t provoke opportunity attacks from the marked target
  • You add your Intelligence modifier to any attempts to disarm the target
  • If your target has to make a concentration checks due to damage you inflict, your Intelligence modifier is added to the DC of the check
  • Opportunity attacks against the marked target do not consume your reaction

A marked target is aware of your scrutiny unless you are hidden, invisible, or otherwise unnoticeable.

SUDDEN VIOLENCE

Assassins are trained to strike first and strike hard. At 7th level, when you roll initiative, you can perform certain actions before the initial turn of combat begins. Before the other combatants can act, you can take the Attack action or the Use an Object action to apply a poison to a weapon. At the end of your chosen action, you can attempt a Dexterity (Stealth) check to hide if you fulfill the conditions needed to hide.


If more than one creature in an encounter has this or a similar feature, they all act first in order of initiative, then the regular initiative order begins.


If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this special action.

TRAINED OBSERVER

Starting at 7th level, you add your Intelligence modifier to your passive perception score, you do not suffer disadvantage on perception checks while in dim light and darkness, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, chambers, and passages

Deathcraft: Enhanced Awareness

When in an area of darkness, you may spend two ashen essence to enhance your hearing, smell, and tactile sensory inputs, gaining blindsight to a radius of 30 feet for 1 minute.

PEERLESS DECEIVER

Your ability to infiltrate and deceive is near legendary. Starting at 10th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.


Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

CALCULATED CRUELTY

By 11th level, you have developed a studied knowledge of anatomy and physiology. You gain proficiency with the Wisdom (Medicine) skill and may use your Intelligence score in place of your Wisdom score when making medicine skill checks.


Your insights into anatomy allow you to strike better at your opponent’s vital areas, inflicting debilitating wounds. You add your Intelligence modifier to your weapon damage in addition to any Strength or Dexterity modifiers.

Deathcraft: Deadly Precision

Your strikes are deftly aimed at your foe’s vital organs. On a successful weapon attack, you can spend two ashen essence to inflict a random condition in addition to your normal damage. Roll a d6: 1-2 blinded, 3-4 poisoned, 5-6 lamed [speed halved]. The condition lasts for 1 minute unless the target succeeds on a Constitution saving throw. The target is allowed a new saving throw at the start of each of its turns to resist the effect.

OCCLUDED PRESENCE

You have learned the secret of sealing away your consciousness and blurring any passing imprints of your presence. Beginning at 14th level, you are immune to any effect that would sense your emotions, detect your thoughts, or read your mind without your permission.


Additionally, your physical location cannot be detected through means such as clairvoyance, locate creature, or scrying and mundane attempts to track have disadvantage. If such an attempt is made, you are instantly aware of the attempt though you gain no knowledge in regards to the source.

LETHAL ATTACKS

Starting at 15th level, you become a master of deadly and precise strikes. When you successfully hit a foe with a weapon attack, you roll your damage twice, taking the higher result.

RELENTLESS

Starting at 17th level, when you roll initiative and have no ashen essence remaining, you gain an ashen essence.

DEATHSTRIKE

At 20th level, your strikes pierce the defenses of targets you have marked with uncanny accuracy and deadliness. When you make an attack against a target with an assassin weapon, your attack scores a critical hit on a roll of 15, 16, 17, 18, 19, or 20, are treated as magical, and you reduce all damage resistance your target may have by one step (for example, immunity becomes resistance, resistance is negated, and lack of immunity or resistance becomes vulnerability).


Foes that are killed due to you weapon attacks cannot benefit from the raise dead, reincarnate, revivify, or resurrection spells, instead requiring true resurrection or wish to be returned to life.

Multiclassing Prerequisite

Assassin: Strength 13 and Intelligence 13


Proficiencies Gained: Disguise Kit, Light armor, one skill from the class's skill list


Unarmored Defense: If you already have the Unarmored Defense feature, you don’t gain the benefits of the Reflexive Strength feature.

DM Note

When a character wishes to multi-classing into an assassin, it may also be appropriate for the PC to have to complete an initiation ritual or quest to prove dedication and worthiness to the guild before any training would take place.

MATH and STUFF


To validate (balance) the damage output of the class, I built a model to simulate the performance of a Fighter, Rogue, and Assassin at the following breakpoints: 1, 5, 11, and 15. “Archetypes” were not taken into consideration and the following assumptions were applied to the model:

  1. Rapier as the primary weapon (no dw, no shield). The FIG was assumed to have the Dueling fighting style
  2. FIG, ASS assigned a STR of 16 at lev 1, 18 at lev 11, and 20 at lev 15 while the ROG followed the same progression with DEX
  3. ASS assigned an INT of 14
  4. Each class was given a 25% chance of having advantage on any given attack
  5. The ROG had – aside from the advantage – an additional 25% chance of having a flanking buddy on any given attack
  6. Sudden Violence was not modeled as there are too many variables to account for

10000 iterations were run for each breakpoint with results as per the table at the bottom.


The “nova” kicker was applied to both the FIG and ASS to show the potential for burst damage based on the use of Action Surge and Deathcrafts respectively. The number in parenthesis indicating the number of "uses" available per rest period.


In regards to base crit %, when not considering advantage it’s pretty straight forward:


20 = 5%, 19-20 = 10%, 18-20= 15%, 17-20 = 20%, 16-20 = 25%, etc.


Advantage complicates it some and you end up with the following:


20 = 10%, 19-20 = 19%, 18-20 = 28%, 17-20 = 36%, 16-20 = 44%, and 15-20 = 51%


A high level assassin is going to crit a LOT. Of course, they only have a single attack and their bonus damage progression is not very aggressive – the DPR tends to stay reasonable (below a fighter but greater than a rogue). Of course, a side benefit is that they’ll essentially always hit something a higher % of the time than other classes as a critical is always an auto-hit (NOTE: this has been addressed by Crawford through a Sage Advice column). This is a happy coincidence as it meshes well with my thought that assassin attacks are not only deadly (aimed at vital spots) but also very accurate (trying to end a fight in one strike).


I’ll also note that the assassin guild features do not greatly enhance the DPR of the class but tend to add versatility instead. When designing guild features, any feature that tacks on an added effect due to a critical hit is going to be bonkers in the hands of an assassin and should be avoided.


It’s hard to “protect” a homebrew class from level-dipping power creep. In the case of assassin, a rogue would benefit from some of the assassin features but the required attributes don’t really lend themselves to doing this (a rogue would have to invest in STR and INT, both of which would be detrimental). A fighter is probably the perfect case for a dip, but the required INT investment would not be trivial and the fighter can gain the crit progression through the Champion archetype (and would not be able to wear armor if using Reflexive Strength). Beyond those two multi-classes, I’m sure there are shenanigans that can happen; feats add another layer (the first bullet of GWF is concerning as it doesn’t stipulate a specific weapon property such as two-handed or heavy).

DPR Comparison
Base DPR DPR Stdev Crit% Nova
FIG 1 10.08 3.04 6.3% 20.16 (1)
ROG 1 10.00 4.25 7.2% --
ASS 1 10.48 3.52 10.9% --
FIG 5 19.84 2.91 5.9% 39.68 (1)
ROG 5 13.39 7.90 5.2% --
ASS 5 13.87 4.82 16.8% 21.37 (3)
FIG 11 32.83 2.88 6.8% 65.66 (1)
ROG 11 19.53 14.15 6.6% --
ASS 11 20.64 6.98 23.9% 30.54 (6)
FIG 15 35.32 2.72 5.6% 70.64 (1)
ROG 15 24.29 18.46 6.4% --
ASS 15 27.66 8.04 23.3% 42.66 (8)

Guild of the Death Sworn

The most mercenary (and least guileful) of all the guilds, the Death Sworn only care about the “contract and the coin”, willing to take on any job if the price is right. Commonly used as elite shock troops or guards against other assassin guilds, Death Sworn masters teach the art of a single devastating strike in each battle, a philosophy that lends itself to wielding larger and more powerful weaponry. The signature weapon of the Death Sworn is the sister sword, a long, heavy blade that is very versatile.

The Blackened Coin Upon initiation into the ranks of the Death Sworn, every new member receives a large rough black iron coin. There are no markings on the coin and the workmanship is crude, but it is a Death Sworn’s dearest possession. When the time comes for a Death Sworn to take a contract, the name of the victim appears on the coin and stays writ on its surface until the contract has been completed. It is unknown how the name appears or who issues the contracts; rumors abound of assassins who ignore the contract too long and meet their demise, the coin somehow playing a prominent role. Some Death Sworn wear the coin on a necklace, some incorporate it into a favored weapon, while others carry it freely – flipping in the air as a matter of habit (or menace).

MERCENARY TRADITION

As much mercenary as assassin, you have extensive training in the arts of combat and warfare. At 3rd level, you gain proficiency with medium armor and shields and can use a shield and still benefit from the Reflexive Strength feature.


In addition, you gain expertise with the twin sword, a signature weapon of your guild. When using a twin sword, you can separate and combine the blades using a bonus action rather than an action.

DEADLY MASTERY

When you join this guild at 3rd level, you are trained in the fighting styles of war and adopt a particular style of fighting as your specialty.


Choose one of the following options: archery, dueling, great weapon fighting, or two-weapon fighting. You can’t take a fighting style option more than once, even if you later get to choose again.

Deathcraft: Bleeding Wounds

On a successful attack with an assassin weapon, you can spend 2 ashen essence to cause a bleeding wound on the target. At the start of each of the wounded creature's turns, it takes 1d4 damage for each time you've wounded it, and can attempt a Constitution saving throw, ending the effect of all such wounds on itself on a success.


Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

VERSATILE ASSAILANT

Your training gives you a masterful degree of control with heavier weapons. At 9th level, though more comfortable with finesse weapons, you are skilled with the use of some of the heavier and deadlier weaponry of the warrior. You ignore the heavy property on any weapon and while wielding a weapon with the versatile property in two hands, you may treat the weapon as if it also had the finesse property.

BRUTAL ASSAILANT

Starting at 13th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Deathcraft: Killing Arc

Any time that your attack reduces a creature to 0 hit points, you may spend an ashen essence to make an additional attack against another creature that is within your reach.

DEVASTATING STRIKE

Beginning at 18th level, you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

SISTER SWORD

martial melee weapon

Cost: 150 gp

Damage: 1d8 (1d10) slashing

Weight: 3 lb

Properties: special, versatile


Appearing as a long blade with two “points”, the twin sword is actually two identical blades joined together with a hidden clasping system. The sword can be separated into two identical blades by utilizing the Use an Object action.


The separated identical blades gain the finesse weapon property and each deals 1d6 slashing damage. The blades can be combined again with the Use an Object action.

Guild of Glassmakers

One of the more feared guilds, the Glassmakers style themselves as simple craftsmen and alchemists though their street name, “The Poisoner’s”, is much more apropos. Preferring a more subtle means of killing than other assassin guilds, Glassmakers take pride in leaving no apparent cause of death, almost making a game of how well they can shroud the cause of death. Typically urbane and educated, especially in regards to toxins, a Glassmaker can leave behind a corpse with the appearance of smiling repose or one twisted beyond recognition, sporting a blackened face and swollen purple tongue.

POISON CRAFTER

At 3rd level, you gain proficiency with the poisoner’s kit and have advantage on any Dexterity (Sleight of Hand) checks made to move or manipulate poisons as long as the item or container is no larger than your palm. Other creatures have disadvantage on rolls to detect poison that you are employing, whether smeared on a blade or mixed with food or drink.

POTENT DELIVERY

When you reach 3rd level, you can apply an injury poison to your weapon as a bonus action. You must have a poison on your person in order to use this feature.


In addition, your attacks are designed to exploit the weaknesses of any creature suffering from poison. You have advantage on weapon attacks against poisoned creatures.

POISON ARTISAN

At 9th level, you add your Intelligence modifier to the DC of the saving throw for any poison you use.


In addition, due to extended exposure to poisons, you are able to pick up the subtle signs of poisoning. By spending 1 minute in concentration, you can detect and identify any poison within a range of 30 feet, even if located inside a creature’s body.

Deathcraft: Venom Blood

By spending an ashen essence, you gain resistance to poison damage and are immune to the poisoned condition for 1 minute.

DEADLY ALCHEMY

At 13th level, you are trained in the esoteric art of assassin’s alchemy and gain proficiency with alchemist’s supplies.


During a short rest, you can use of your alchemist’s supplies to create a single vial of basic poison or modify a single flask of acid, antitoxin, or alchemist’s fire to create a viscous acid, an enhanced antitoxin, or clinging fire.

VISCOUS ACID (ACID FLASK)

You can use the acid in this vial to coat one weapon or up to three pieces of ammunition. A creature hit by the coated weapon or ammunition must make a DC 10 Constitution saving throw or take 2d6 acid damage. Once applied, the acid retains potency for 1 minute before drying.

CLINGING FIRE (ALCHEMIST’S FIRE)

You can use this sticky, adhesive fluid to coat one metal weapon. The fluid ignites when exposed to air, wreathing the weapon in flame. A creature hit by the coated weapon must make a DC 10 Dexterity saving throw or take 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Once applied, the fluid retains potency on your weapon for 1 minute before being used up.

ENHANCED ANTITOXIN (ANTITOXIN)

A creature that drinks this vial of liquid gains resistance to poison damage for 1 hour. It confers no benefit to undead or constructs.


Due to the delicacy of these admixtures, only you know how to correctly apply or use the created items, anyone else trying to use the solutions finds them to be inert.

TOXIC SECRETS

At 18th level, through further research in the alchemical arts, you learn the secrets of mind altering chemicals and herbs. You can create a number of non-lethal “poisons” using your poisoner’s kit or alchemist’s supplies. These poisons mimic the effects of certain spells and are applied either through contact, injury, ingestion, or inhalation (your choice at time of creation). You gain a number of recipes for these poisons equal to your Intelligence modifier (minimum of 1).


During a long rest, you can spend 1 hour and a number of gp equal to 50 multiplied by twice the level of the base spell (shown in parenthesis) to create a special poison, making 1 dose. You may make a total number of poisons equal to your Intelligence modifier (minimum of one).


Only you know how to correctly apply or use the poison, anyone else trying to use the poison finds it to be inert. A special poison remains active for 24 hours before losing its potency.


The following recipes can be created (as per the spell): bane (1), beacon of hope (3), blindness/deafness (2), charm person (1), compulsion (4), confusion (4), death ward (4), dissonant whispers (1), enhance ability (2), enthrall (2), faerie fire (1), false life (1), fear (3), hold person (2), levitate (2), phantasmal force (2), ray of enfeeblement(2), ray of sickness (1), sleep (1), Tasha’s Hideous Laughter (1), suggestion (2), zone of truth (2).


If the spell has a concentration requirement, the creature instead gets a saving throw at the end of each of its turns, even if it has already made a saving throw against the effect that turn. If the base spell affects multiple targets or an area, the poison instead affects only a single target and the range is always considered to be touch. Any creature can choose to fail a saving throw and accept the effect of the poison.

Vialed Weapon


For 250 gp, any bladed weapon can be modified to create a vialed weapon, having a poison storage and delivery system concealed in the hilt or haft and a button for releasing some of its contents.


As part of an attack, you can use a reaction to release a portion of the vial's contents to coat the blade. The blade is considered poisoned until the end of your turn. You must decide this before your attack lands.


A single dose of poison can fill a vial, and each vial holds 10 portions. An empty vial can be refilled as an action.


If a person wielding a vialed weapon does not have proficiency with the poisoner’s kit, on any attack roll of 1 or 2, they instead poison themselves.

The Temple of Justice

Led by the legendary High Jurist and sanctioned within the Temple of Justice, the Truth Seekers are not motivated by profit or wanton death, but rather dedicated to bringing justice to those who fate has allowed to escape the rightful balancing of the scales (and if some coin crosses their hands for serving as the instrument of this justice, so much the better).


Sometimes referred to Verdictus within the Imperial lands or mockingly as “Coin Judges”, Truth Seekers are often contracted when a wrong has been done and the victim’s friends or family have little to no recourse for justice. If the proper forms are observed, the Temple will dispatch a Truth Seeker to bring the wrongdoer in for judgment or, if required, perform a summary judgment.


There is a nominal donation fee to the Temple but the main requirement is that the offender, if captured and brought to the temple, is allowed to present their case for judgment. If the goddess of justice ends up favoring the defendant, the punishment is instead born by the accuser. For this reason, not many seek the aid of a Verdictus unless they’re strong in their convictions.


Grey Magisters Known for their grey robes and use of the “hand of justice” as a weapon, assassins of the temple of justice are common within the confines of the empire. If encountered outside imperial lands, it is likely the assassin is in pursuit of someone seeking to avoid a legal sentence or other accounting.

SAGACIOUS REVELATION

At 3rd level, you may use your Wisdom modifier or Intelligence modifier to calculate the saving throw DC of your deathcrafts, whichever is higher. You may also use your Wisdom modifier for the extra damage of the Calculated Cruelty feature.

Deathcraft: Righteous Conviction

When you are affected by a spell that requires a Wisdom saving throw, you may spend an ashen essence as a reaction to gain advantage on the saving throw roll.

DIVINE STUDIES

As part of your studies when you join this guild at 3rd level, you gain the Intelligence (Religion) skill and learn two cantrips of your choice from the Cleric spell list. Wisdom is your spell casting attribute for these spells.


At the end of a long rest, you may replace one of the cantrips that you know with another cantrip of your choice from the Cleric spell list.

UNERRING DIRECTION

At 9th level, you gain the Wisdom (Survival) skill. If you are tracking a creature that is fleeing judgment, you have advantage on all tracking checks.

Deathcraft: Expanded Awareness

By spending an ashen essence, you can cast the clairvoyance spell without the material component requirement. The sensor location is always considered the last creature you used your mark target feature on.

FAVORED JURIST

At 13th level, you gain proficiency with Wisdom saving throw.

FOCUSED JUDGMENT

At 18th level, you have the power to pronounce judgment upon a creature. When you use the Mark Target feature, you gain the following additional benefits:

  • You have resistance to a single damage type of your choice chosen when you mark your target. This resistance cannot be changed until such time as you select a new target to be marked
  • You have advantage on any savings throws against spells or special abilities used by a marked creature if you are the direct target

Guild of Nine Nights

Sworn in service to Erenex, the Guild of Nine Nights is a particularly deadly and cruel organization of assassins. Supported by the Temple of Nine Nights, the guild is said to be trained by the dead and led by a powerful infernal manifested in the mortal realms. Operating out of the pleasure-fortress of Mames (Shadowlight), their ultimate goal is spreading death and fear amongst the mortal kingdoms; a return to the Age of Night. They often combine pleasure and death, working the sex trade to gain access to both information and victims.


Of all the guilds, that of the Nine Nights is perhaps the most difficult to learn the secrets of and leave with your life intact.

SHADOW’S EMBRACE

Beginning at 3rd level, your essence has been touched by the realm of shadow. When you are in dim light or darkness, special vision such as darkvision does not work to detect your presence (treating those with darkvision as if they did not have the feature) and you have advantage on any Dexterity (Stealth) attempts.

Deathcraft: Deepened Shadows

By spending an ashen essence, you cause all nonmagical manufactured light sources in a radius of 60 feet to lower in intensity by one step (bright becomes dim, dim becomes darkness). This effect lasts for 1 minute or until dispelled by introducing a source of magical light.

SHADOW SERVANT

At 3rd level, through a one hour ritual, you are able infuse your own shadow with a semblance of life. The shadow springs into existence in an unoccupied space on the ground within 5 feet of you. It has AC 10, 5 hit points, and a Strength of 9. If it is reduced to 0 hit points, the shadow fades and reappears in its normal position in relation to your body. During this time, unless you order you shadow to remain at your side, you do not cast a shadow.


This shadow can perform simple tasks at your command. Once on each of your turns as a bonus action, you can mentally command the shadow to move up to 15 feet and interact with an object or make a single attack. The shadow servant can perform simple tasks that a humanoid could do, such as fetching things, cleaning, mending, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. When making an attack, the shadow servant uses your proficiency bonus and deals damage equal to your assassin bonus damage die.


For each odd level you gain after 3rd, the shadow gains an additional hit die (d8) and increases its hit points accordingly.


You can only have a single Shadow Servant at any one time, which lasts for one hour or until destroyed. If you command the servant to perform a task that would move it more than 60 feet away from you, the shadow dissolves. A shadow servant does not count as an ally for purposes of determining attack advantage.*

The appearance of those in service to Temple of Nine Nights often changes due to exposure to the energies of their dark mistress and constant sojourns to the realm of shadows -- though those of the Nine Nights refer to this place as the Plain of Ashes and believe it is the resting place of the essence of all who die.


Their skin becomes a dusky hue of grey, sometimes even becoming a dead black and their hair falls lank and lifeless. The eyes are the biggest telltale sign… the pupil enlarging to the point that the entire eye appears to be black.

SHADOW CALL

At 9th level, you can create items out of raw shadow. You can replicate any item from the Adventuring Gear table (PHB, p. 150) with a value under 10 gp or any weapon with the light property. The item or weapon lasts as long as you maintain concentration or until it leaves your possession.


Rations created from shadow stuff, while not very sustaining, allow you to make any saves against exhaustion due to starvation with advantage.

DARK PATHS

Beginning at 13th level, you can see the hidden doorways and paths of the realm of shadow. When you are in dim light or darkness, you ignore all difficult terrain and your base speed increases by 10 feet.

Deathcraft: Shadow Doors

You gain the ability to step from one shadow into another. When you are in dim light or darkness, you can spend 2 ashen essence and, as a bonus action, teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

LIVING SHADOW

At 18th level, as an action you can merge with your shadow servant, becoming a living shadow. You must be in an area of dim light or darkness and your shadow servant must be within 60 feet of you. Once you have merged with your shadow, you appear in the space occupied by your shadow servant and gain a number of benefits:

  • You can enter and occupy the space of another creature
  • You can pass through small holes, narrow openings, and even mere cracks
  • You can't be knocked prone and do not suffer from fall damage
  • You have advantage on all Dexterity (Acrobatics) checks and double your running and standing jump distance
  • You gain resistance to nonmagical damage
  • You have advantage on Strength, Dexterity, and Constitution saving throws
  • Attacks you make in this form ignore any benefits a target may have due to cover and nonmagical armor and shields.

While merged with your shadow, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. Living Shadow requires concentration to maintain the form (similar to a spell). Once your concentration is broken, you return to your normal form at the end of your next turn.


If you are reduced to 0 hit points while in this form and stabilize due to successful making your death saves, you gain 1 point of exhaustion. If you die while in this form, you can only be returned to life through the use of a true resurrection or wish spell. You may use Living Shadow once per long rest.

Guild of Silent Witnesses

A fairly new guild of unknown origin and purpose, assassins of the Silent Witness exhibit an almost aesthetic or monastic set of principles. Normally eschewing the use of weapons, they prefer the intimate and almost divine contact between the killer’s own hands and the victim, believing that a connection must be established through touch or the spirit of the slain will seek vengeance.

OPEN HAND

At 3rd level, you have learned the art of hand fighting and various techniques to disable your opponents with your unarmed strikes by using a simple but forced push on various nerves. Unarmed strikes are considered an assassin weapon and you can roll a d4 in place of the normal damage of an unarmed strike. The damage from your unarmed strikes increases to 1d6 at 11th level and 1d8 at 17th level.

Deathcraft: Disabling Touch

On a successful unarmed attack, you can spend an ashen essence to turn the attack into a Disabling Touch. Your opponent must make a Constitution saving throw. On a failed save, you may select one of the following effects:

  • The target spasms with sudden pain, dropping a random object held in its hands.
  • The target is deafened and blinded until the end of its next turn
  • The target momentarily loses control of its motor functions and moves 10 feet in a direction of your choice. This movement provokes opportunity attacks
  • The target loses the ability to speak and is unable to communicate or use spells or features that have a verbal component until the end of its next turn
  • The target is filled with intense pain and suffers 2d4 psychic damage

Creatures of size huge or larger and those without functioning nervous systems such as constructs, oozes, and undead are immune.

GRAPPLE CONTROL

At 3rd level, you have advantage on grapple attempts. While attempting to move an opponent you have successfully grappled, your speed is not reduced.


As a reaction, as long as you have a target grappled, you can gain ½ cover against an attack that you are aware of, adjusting your hold and using the grappled creature as a barrier.

CLEANSING TOUCH

Your mastery of the nervous system is not limited to pain alone. Beginning at 9th level you can spend time during a rest period working on a comrade’s nerves and muscles, providing a sense of peace and stimulating healing. Pick one ally. At the end of a short rest the chosen ally adds ½ your proficiency bonus to any rolls to regain hit points. If used during a long rest, the chosen ally adds one to the number of Hit Die recovered, up to their maximum.

Deathcraft: Cleansing Touch

Your knowledge of the nervous system allows you to cure many ills with the use of your hands alone. As an action, you touch an ally suffering from one the following conditions and spend an ashen essence: blinded, deafened, frightened, paralyzed, poisoned, or stunned. As long as the condition is not permanent, the touched creature immediately can make a saving throw to resist the effect.

STRIKING GRAB

At 13th level, your hand speed borders on supernatural. You have advantage on all Dexterity (Sleight of Hand) checks and can attempt to grab an item held by an opponent. To do so, you use an action to seize a weapon or other item from a target's grasp. You make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, your attack causes no damage or other ill effect, but you gain possession of an item of your choice held by your opponent. If the object is being held in two hands or secured by other means (such as a strap), the target has advantage on their roll.


A failed striking grab provokes an opportunity attack.

GRAPPLING MASTERY

At 18th level, other creatures do not have advantage on attacks against you when you are grappling another creature. Whenever you end a grapple, you can move up to half your movement without provoking opportunity attacks.

Deathcraft: Paralyzing Touch

You learn to attack the most vulnerable nerve center of a target. On a successful unarmed melee attack, you may spend 3 ashen essence to have the target attempt a Constitution saving throw. On a failed save, the target is paralyzed until the end of your next turn.

Strangler’s Cord

martial melee weapon

Cost 50 gp

Damage N/A

Weight 1 lb

Properties special, two-handed


Typically made from black or red silk or fine wire, the “cord” is usually one to two feet in length and anchored at both ends with grips or handles. Some strangler’s cords are constructed in a manner similar to a noose to allow for greater freedom of the wielder’s off-hand.


While using a strangler’s cord, any unarmed attacks you make against an opponent that you have grappled are counted as slashing damage. Effective use of a strangler’s cord requires two hands and is an exception to the rule requiring one free hand to initiate a grapple. Creatures grappled with a strangler’s cord have disadvantage on any rolls to escape a grapple.


Proficiency with this weapon can only be gained through the assassin class, a training downtime activity (with a proficient instructor), or the Weapon Master feat. If you do not have proficiency with the strangler’s cord tool, you make all unarmed attacks at disadvantage while wielding it. A strangler’s cord is considered a slashing weapon for interaction with injury poisons.

Guild of the Faceless

Believing that the current state of the world is one of suffering, the Faceless seek to help those in pain leave their mortal shell and the cruelty of existence. Of course, the definition of suffering is often defined by a contract or the needs of the Guild.


Members have many secret identities, ranging from the meanest beggar to respected members of society. Led by one known only as Mask, whose true identity is unknown to all, the Faceless are chaotic and have only an informal organization. Rarely do they work together unless one member can gain le¬verage against the others, often by threatening to disclose their secret identities.


Faceless assassins rarely wear the same face twice, and sometimes take their victim’s face as a way of honoring both their philosophy and the victim.

VISAGE STEALER

Starting at 3rd level, when you kill or render a foe of the same race as yourself unconscious, you can use an action to assume the appearance of that target as if using the disguise self spell. You keep the stolen face until you take a new face from another victim, you dismiss it as a bonus action, or 24 hours pass. The save to see through this disguise with an Intelligence (Investigation) attempt is equal to your assassin feature’s DC.


At 9th level, Visage Stealer works on any humanoid creature and acts as the change appearance option of the alter self spell, with the exception of duration.


This effect is considered magical and requires concentration to maintain.

ENDURING PURSUIT

At 3rd level, you have well learned how to bypass most obstacles or barriers in order to reach difficult targets. You gain proficiency with Thieves’ Tools and climbing or swimming no longer costs you extra movement. In addition, when making a long or high jump, the distance you cover increases by a number of feet equal to your Intelligence modifier.

Deathcraft: Circumvent Lock

By spending 2 ashen essence, you can cast the knock spell. Unlike the normal version of knock, this version is completely silent.

STOLEN MEMORIES

Beginning at 9th level you can sometimes gain glimpses of the thoughts and memories of those whose form you take through your visage stealer feature. You gain knowledge in regards to five things that the creature knew in life. These memories are usually brief, cryptic, or repetitive.

LIFELESS REPOSE

At 13th level, you’re familiar enough with death to know how to replicate it in a near perfect facsimile. As a reaction when you take damage and you’re below half of your max HP, you can fall to the ground and appear to be dead. Your breathing and heartbeat are slowed to the point where even creatures attempting medicine checks cannot hear a pulse or feel you breathing. Magical attempts to determine if you are alive will detect you as dead. Necromancy spells attempting to turn you into an undead however will instantly fail.


If a suspicious creature suspects something is amiss, you have advantage on any Intelligence (Nature), Charisma (Deception), or Charisma (Performance) checks you make to avoid detection.

Deathcraft: Steal Sight

Through the gifts of the Faceless god, you can blind a foe. Spend 2 ashen essence and choose one creature that you can see within 30 feet to make a Constitution saving throw. If it fails, the target is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.

INFINITE FACES

Starting at 18th level, your form becomes the clay of the artist, the canvas of the painter. Your bones are naturally soft, your flesh malleable – you have complete control over your form, including location of your vital organs. You are immune to critical hits, poison, and polymorph spells.


You may cast the shapechange spell as a ritual with no requirement for material components, though you are limited to creatures of the humanoid type. Once you have used this feature, you must complete a long rest before you can use it again.

Bloodknife

Hailing from Khoth and trained in the arcane arts by the Tervola, Blood Knives are the personal assassins of the living amongst the lords of the dead. Using blood to fuel their castings, a Bloodknife contract on one’s life is a certain death sentence.

ASHEN CASTING

When you reach 3rd level, you augment your skills with the ability to manipulate arcane energy by using ashen essence.


Cantrips. You learn two cantrips of your choice from the any spell list, though the cantrips must be from illusion or necromancy schools. You learn an additional cantrip of your choice at 10th level.


Ashen Essence. You use ashen essence to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of ashen essence equal to the spell’s level. For example, if you know the 1st-level spell shield, you can cast shield by expending one ashen essence.


Spells Known of 1st-Level and Higher. You know one 1st-level spells of your choice.


The Spells Known column of the Bloodknife Spellcasting table shows when you learn more spells of 1st level or higher. For instance, when you reach 8th level in this class, you can learn one new spell which can be of either 1st or 2nd level.


Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have access to.


Any spells that you learn must belong to the necromancy school.


Spellcasting Component. All spells that you cast require only a somatic component, the forbidden sigils of your guild traced into the air.


Spellcasting Ability. Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier **= your proficiency bonus + your Intelligence modifier

___
Bloodknife Spell Progression
Assassin Level Cantrips Known Spells Known Max Spell Level
3rd 2 1 1st
4th 2 1 1st
5th 3 2 2nd
6th 3 2 2nd
7th 3 2 2nd
8th 3 3 2nd
9th 3 3 3rd
10th 3 4 3rd
11th 4 5 3rd
12th 4 5 3rd
13th 4 6 4th
14th 4 7 4th
15th 4 7 4th
16th 4 8 4th
17th 5 8 5th
18th 5 8 5th
19th 5 9 5th
20th 5 10 5th

ARCANE INITIATE

3rd level, you gain Intelligence (Arcana).

Death Art: Necrotic Taint

Anytime you inflict damage with a weapon attack, you can spend an ashen essence to change the damage type to necrotic, including your assassin precision damage. In addition, the creature hit must make a Constitution save or course with necrotic energy, unable to be healed by any means until the start of their next turn.

BLOODED BOND

At 9th level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon with a drop of your blood and forge the bond.


Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated and you can deliver any spell with the range of touch as part of a weapon attack, using a bonus action.

ARCANE CRITICAL

When you reach 13th level, bloodknife spells you cast count as assassin weapons.

ASH DRINKER

Starting at 18th level, as an action, you can make a single attack against an opponent and allow your bonded weapon to “drink” the life of your target. On a successful melee attack, you deal your normal weapon damage and creates a number of temporary ashen essence equal to half your proficiency bonus (rounded down).


You can only gain these points if you have at least one ashen essence remaining and they last until the end of your next turn. These temporary essence points may only be used to cast spells.

The Sparrows

Originating in the land of Rill, the Sparrows are a very secretive guilds with unknown motives. Apprenticing only “small folk” and the rare child or human woman, the guild’s goal always seems to be aimed towards balancing the scales of fate for those who cannot do so themselves.

UNDERFOOT

You can move through a hostile creature's space if the creature is a minimum of one size larger rather than two sizes (PHB, p. 191).


In addition, as long as you are within 5 feet of a creature that is at least one size larger than you, that creature has disadvantage on all attacks rolls made against you.

Deathcraft: Sure Footed

Your ability to retain your balance is near supernatural. If you fail a Dexterity ability check, as a reaction you can immediately spend an ashen essence and reroll the check.

VOICE MIMICRY

When you enter this guild at 3rd level, you are trained to expertly mimic voices and sounds. Using this ability requires either a Charisma (Performance) or Charisma (Deception) check, and creatures hearing the voice can make an opposed Wisdom (Perception) check to discover the ruse. You can attempt to emulate any creature or other sound you’ve heard clearly for at least 1 minute.

FEATHERED FOOTFALLS

At 9th level, your movements barely touch the surface underneath you. You ignore difficult terrain and any surface will support you. This allows you to move across water, lava, or even the thinnest tree branches though you must end your move on a surface that can support you. You cannot move across air in this way, nor can you walk up walls or other vertical surfaces. When moving in this manner, you do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do you need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, you ignore any mechanical traps that use a weight- or location-based trigger.

Deathcraft: Featherfall Flight

By spending an ashen essence you can cast the feather fall spell without the material component, though you can only select yourself as the target. By spending 3 ashen essence, you can cast the fly spell without the material components, though you can only select yourself as the target.

UNWANTED PASSENGER

Beginning at 13th level, you can climb onto medium creatures and you have advantage on Strength and Dexterity checks to climb onto large creatures; a creature’s space is not counted as difficult terrain for you. While attempting to dislodge you, a larger creature has disadvantage on any Strength checks.


While in place on a larger creature’s body, you can use a bonus action to make an additional weapon attack against that creature.

FLURRIED ATTACKS

By 18th level, anytime you are wielding a weapon with the light property and have advantage on the attack roll, you can instead choose to make two attacks without advantage or three attacks with disadvantage.

POISON REVISITED

Some minor changes and clarifications of current 5E poison mechanics.

  • Applying a poison to a weapon takes an action (PHB, p. 153). It's assumed that the only poison type that can be applied to a weapon is an injury poison and the weapon must be either a piercing or slashing weapon.
  • Poisons listed in the DMG (p. 257) are rare and would not be available generally. DMs may wish to adjust prices accordingly.

AVAILABLE POISONS

The following poisons should all be readily available in most larger settlements (basic poison is repeated from the PHB for convenience) though they may be difficult to find or acquire due to legality.

(100 GP) POISON, BASIC

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

(150 GP) POISON, INTERMEDIATE

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 1d6 poison damage. Once applied, the poison retains potency for 1 minute before drying.

(250 GP) POISON, ADVANCED

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 14 Constitution saving throw or take 2d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

(150 GP) POISON, DEBILITATING

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or become poisoned until the end of its next turn. Once applied, the poison retains potency for 1 minute before drying.

(100 gp) VISCOUS ACID

You can use the acid in this vial to coat one weapon or up to three pieces of ammunition. A creature hit by the coated weapon or ammunition must make a DC 10 Constitution saving throw or take 2d6 acid damage. Once applied, the acid retains potency for 1 minute before drying.


Unless magical in nature, the weapon coated with this acid is destroyed afterwards.

(150 gp) CLINGING FIRE

You can use this sticky, adhesive fluid to coat one weapon. The fluid ignites when exposed to air, wreathing the weapon in flame and shedding light equivalent to a torch. A creature hit by the coated weapon must make a DC 10 Dexterity saving throw or take 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.


Once applied, the fluid retains potency on your weapon for 1 minute before being used up. Wooden weapons coated with clinging fire, unless magical in nature, are destroyed afterwards.

(150 gp) ENHANCED ANTITOXIN

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 8 hours. It confers no benefit to undead or constructs.

POISON CRAFTING

The following is a very simple alternate rule to crafting poison when a natural source (typically a carcass) is available.


Any time you slay a creature that has a natural poison attack, you may attempt to fabricate either a basic, debilitating, intermediate, or advanced poison from its venom. To do so, you require a poisoner’s kit and must spend an amount of gp in raw materials equal to 10% of poison’s base cost you are attempting to create (e.g. 10 gp for a basic poison).


You must spend 1 hour and make a poisoner’s kit (Intelligence) check against the following DC:


Natural Poison Crafting

DC Poison
12 Basic Poison
14 Intermediate Poison
18 Advanced Poison
16 Debilitating Poison

On a success, you create a single dose of the poison. If you fail the difficulty check, you lose the cost of the raw materials and cannot try any further recovery attempts.

MODIFYING POISON

If you have a poisoner’s kit, you can spend one hour modifying a poison, changing the poison’s application type to a different application type of your choice. You must spend material costs in an amount of gold equal to 50% of the poison cost to make this alteration and succeed on a DC 15 poisoner’s kit (Intelligence) check. Failure results in loss of the material costs but the base poison is not destroyed.

CONCENTRATING POISON

If you have a poisoner’s kit, you can spend one hour concentrating two poisons of the same type into a single, more potent concentration – increasing the DC of the poison by an amount equal to your proficiency bonus or increasing the base damage die by one step (d4 becomes d6, d6 becomes d8, etc.). You must spend material costs in an amount of gold equal to 50% of the cost of both poisons and succeed on a DC 18 poisoner’s kit (Intelligence) check. Failure results in loss of the material costs but the base poisons are not destroyed.

EXOTIC POISONS

The following poisons are not readily available and, on the rare occasion when offered for sale, will be prohibitively expensive. Note that only injury and contact poisons can be applied to a weapon and activate through an attack.


DCs to craft these poisons should typically be 20+ and require a special ingredient of some type.

ASSASSIN'S BLOOD (INGESTED)

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

FIRE KISS FUMES (INHALED)

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, a creature takes 1d6 poison damage. After three successful saves, the poison ends.

NECROTIC MUCUS (CONTACT)

This poison must be harvested from ghoul, ghast, or wight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

DREAM BANE (INJURY)

This poison is typically made only by the Sedhe of the Winter Court, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

ETHEREAL ESSENCE (INHALED)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

EYE THIEF (INHALED)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. A creature affected by the poison also gains the blinded condition.

MOON TEARS (INGESTED)

A creature that ingests this poison suffers no effect until the sun goes down. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw or suffer 10d6 poison damage on a failed save, or half as much damage on a successful one.

SPIDERBITE (CONTACT)

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

WIDOW’S MILK (INGESTED)

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

DEATH DISTILLATE (INJURY)

A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.

SERPENT VENOM (INJURY)

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, or suffer 3d6 poison damage on a failed save, or half as much damage on a successful one.

GREY SCALE (INJURY)

The exposed creature must make a DC 16 Constitution saving throw. If the saving throw fails by 5 or more, the creature is petrified. Otherwise, a creature that fails the save is restrained. The creature must repeat the saving throw at the end of each of its turns. On a failure, the creature becomes or remains petrified. On a success, the creature becomes restrained if it was petrified, and the effect ends if it was restrained.

FUMBLE FOOT (INJURY)

A creature exposed to this poison makes a DC 14 Constitution saving throw. If it fails, the creature becomes extremely dizzy. At the end of its next 3 rounds, if the creature used any of its movement speed that round, the creature must succeed on a Dexterity saving throw or become prone.

BLACK TONGUE (INJURY)

So named because the victim's lips and tongue turn a dark purple. An exposed creature makes a DC 18 Constitution saving throw. If it fails, its body becomes overwhelmed as its metabolic rate doubles. For its next 3 rounds, the creature takes 2d10 poison damage at the end of any turn in which it moves and attacks, attacks more than once, or uses a bonus action. It also takes 2d10 damage if it uses a reaction.

 

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