Rogue: Executioner (Assassin Revised)

by blueisherp

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Rogue

Executioner

Unlike the assassin, the executioner is most efficient in dealing the killing blow, rather than in catching their prey by surprise. Able to track the health of their quarry, an executioner will never fail to deliver death to those that would otherwise slip away.

Bonus Proficiencies

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

Mark for Death

At 3rd level, you can spend an action to study the vitals of a single creature you can see, marking it for death for up to 1 minute. While you can see the marked target, you know its current hit points until until you lose track of its whereabouts, mark a different creature, or become incapacitated. You can only have one creature marked for death at a time.

When the marked target dies without you executing it, you can to mark a different creature you can see as a reaction.

Execute

Starting at 3rd level, you can execute your marked target if its hit points are low enough. If you make a weapon attack without disadvantage that reduces the hit points of the marked target to 2 x your rogue level or fewer, that attack instead reduces its hit points to 0 (as if by dealing damage).

Modus Operandi

At 9th level, you gain one of the following features of your choice.

Impersonator's Expertise

Your proficiency bonus is doubled for any ability check you make that uses a Disguise Kit or relies on a disguise you have created with a Disguise Kit.

You can easily conceal up to two light weapons within each of your disguises, as long as there is enough material to cover them. While wearing an appropriate disguise, you benefit as if you were hidden on weapon attacks against creatures deceived by your disguise.

Poisoner's Expertise

Your proficiency bonus is doubled for any ability check you make that uses a Poisoner's Kit or to recover resources needed to craft potions.

Poisons you craft have their saving throws equal 8 + your proficiency + your Intelligence modifier. When you administer an injury poison while hidden, the target has disadvantage on the first saving throw against it.

Vendetta

At 13th level, you have advantage on attack rolls against your marked target if it has no friendly creatures within 10 feet of it. When a creature you can see makes an attack against you, you can either make a weapon attack against it or mark it for death as a reaction.

Coup de Grâce

Starting at 17th level, you can execute targets marked for death with 3 × your rogue level or fewer hit points, as long as the attack does not have disadvantage. If the marked target has more than 2 × your rogue level in hit points, it can make a (DC 8 + your Dexterity modifier + your proficiency bonus) Constitution saving throw. Upon success, it prevents the execution and takes damage from the weapon attack as normal.

The target has disadvantage on the saving throw if it is incapacitated or if it has no allies within 10 feet of it. If the weapon attack critically strikes, the target automatically fails the saving throw.

Murder Hobo Variant

If the DM allows, the player may replace Coup de Grâce with the following feature at 17th level.

Killing Technique

At 17th level, you gain of the following features of your choice. When a target must make a saving throw against this feature, the DC is equal to 8 + your Dexterity modifier + your proficiency bonus.

Eviscerate

You can execute targets marked for death with 3 × your rogue level or fewer hit points, as long as the attack does not have disadvantage. If the marked target has more than 2 × your rogue level in hit points, it can make a Constitution saving throw. Upon success, it prevents the execution and takes damage from the weapon attack as normal. The target has disadvantage on the saving throw if it is incapacitated, and it automatically fails if the weapon attack critically strikes.

When you execute a creature that has blood or internal organs (DM's discretion), you deliver the final blow with a graphic display of gore. Each creature hostile to you that could see or hear the executed target must succeed a Wisdom saving throw or be frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of its turn to end the effect. If a target's saving throw is successful or the effect ends for it, the target is immune to being frightened in this way for 1 hour.

Garrote

You can fashion at least 2 feet of wire, rope, cable, or anything of the sort into a garrote, which you treat as a light, finesse, two-handed improvised weapon you are proficient with. On hit, it applies Sneak Attack, as long as you do not have disadvantage, and grapples the target. While you have a target grappled in this way, you can repeat the attack on the grappled target as an action. If you are hidden from the target when you attack it with a garrote, all its subsequent attempts to escape the grapple are made with disadvantage until it escapes.

If an attack with the garrote hits and the target has a neck that can be entirely wrapped by it, the target must succeed Constitution saving throw or immediately begin to suffocate. If it was marked for death, it has disadvantage on the saving throw. Whether or not it succeeds, the target cannot speak or cast spells with the verbal component, thus you can remain hidden from other creatures until the target escapes.

Additionally, a garrote can be coated with one dose of a contact or injury poison, which will be administered on hit.

Plunge

If you fall at least 10 feet immediately before making a melee weapon attack, that attack deals 1d6 additional damage for every 10 feet you fell. If the attack hits, the target must succeed a Constitution saving throw or fall prone. If you are hidden during this attack, the target has disadvantage on the saving throw.

Additionally, your weapon attacks critically strike if they hit a prone target you have marked for death.

This homebrew was created by blueisherp

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