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## Assassin You focus your training on the grim art of the 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. #### Tools of the Trade When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. You can use your bonus action to apply a dose of poison to a weapon or ammunition. #### Assassinate Starting at 3rd level, you are at your deadliest in the first chaotic moments of combat. You have advantage on attack rolls against any creature that hasn't taken an action in the combat yet. In addition, when you first hit a creature with a weapon attack during your first turn of each combat, you can roll half your sneak attack dice (rounded up) and deal additional damage equal to the result. #### Impostor At 9th level, your abilities of disguise become impeccable, allowing you to mimic others with ease. You can spend one hour studying one of three components of a person's behavior, listening to speech, examining handwriting, or observing mannerisms. Once your study is complete, you can flawlessly mimic that aspect of their behavior, and can repeat the process for the other two aspects. 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. #### Master of Poisons At 13th level, you've learned the deepest secrets of poison making and its usage. During a long rest, you can use a poisoner's kit to craft a single dose of one of the following poisons. Poisons crafted this way are naturally unstable, and lose their potency after 24 hours. If your poison's effects require a saving throw, the DC equals 13 + your proficiency bonus. ***Wyvern's Sting (Injury).*** This poison replicates the highly lethal venom of a Wyvern. A creature subjected to this poison must make a Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much on a successful one. ***Troll's Bane (Injury).*** This horrific poison only activates on contact with organic material, dissolving flesh and veins as the extremely corrosive substance is pumped throughout the body. A creature subjected to this poison must make a Constitution saving throw. It takes 3d6 acid damage on a failed save, or half as much on a successful one. On a failed save, the poison enters the creature's bloodstream for 1 minute if it isn't a construct or undead. At the end of each of its turns, the creature takes 3d6 acid damage and can make another Constitution saving throw. On a success, the effect ends for the creature. ***Mindscour (Injury).*** This poison is a potent neurotoxin, so painful it can blind its victims. A creature subjected to this poison must make a Constitution saving throw, taking 2d6 psychic damage on a failed save, or half as much on a successful one. On a failed save, the creature is subjected to crippling pain, blinding it for 1 minute if it isn't a construct. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the creature is no longer blinded. ***Embrace of Myrkul (Ingested).*** A highly esoteric poison, this concoction puts its victims in such a deep torpor they appear dead to all onlookers. A creature subjected to this poison must make a Constitution saving throw, which it can choose to fail. On a failed save, the creature suffers the effects of the *feign death* spell for 24 hours. The effect ends if the creature takes damage. #### Death Strike Starting at 17th level, you become a master of instant death. When you hit a creature with a weapon attack, you can force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier [your choice]). On a failed save, the damage of your attack is doubled, and the creature automatically fails its saving throws against any poison it makes this turn. Once you've used this feature, you can't do so again until you finish a long rest.