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# Assassin Rogue Revised Assassins is a Roguish Archetype from the Player's Handbook. However, this subclass can be a little obscured by the other ones after Assassinate. So here I am to customize a little bit, because it's fun! ## I didn't want to change both Assassinate and Death Strike, because they are signature of this suclass. Instead, I tried to focus on other aspects of the Assassin that are mentioned on the description, but not so strong on other features because... Assassinate is cool, but can only be applied on very specifics situations and... outside from these situations, Assassin doesn't bring new thing to the table like other archetypes do. So, what are those other aspects? **Poison** and **Disguise**. This Assassin gets more than just the poisoneer's kit: Poison Strike is a feature that basically let's the Rogue play with the *poisoned* effect in combat and, on the 13th level, another "auto crit" option. This feature have limited uses per long rest, but it can be used whenever you can use a Sneak Attack. For disguise, first I gave advantage on deception with it, then I needed to rewrite the 9th feature, because Infiltration Expertise sounds like just a good plan to infiltrate that I as a DM would allow anyone to do and even give Inspiration for creativity. So I just replaced it with one *pass without trace* per long rest. It is dangerous to give this spell to a Rogue? Yes, that's why I gave to the Assassin, it just fits. # Subclass Features ## Assassin As an Assassin, you focus your training on the grim art of 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. Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level. ### Assassinate Starting at 3rd 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. In addition, any hit you score against a creature that is surprised is a critical hit. ### Poison Strike When you choose this archetype at 3rd level, you gain proficiency with the *poisoner's kit*. Additionally, when you deal your Sneak Attack, you can perform a Poison Strike: your Sneak Attack deals poison damage and if the target fails on a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus), it is *poisoned* until the end of your next turn. You can do Poison Strikes a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Disguise Master When you choose this archetype at 3rd level, you gain proficiency with the *disguise kit* and have advantage on Charisma (Deception) checks to lie about your identity while you are disguised. \columnbreak ## Master of Infiltration Starting at 9th level, you have mastered the ways to pass unnoticed for the watching eyes. You can cast *pass without trace* once without providing material components. You must finish a long rest before casting it again using this feature. Additionally, whenever you kill a target while hided, if you and the target are not in sight of another enemy of yours, the Attack Action you took doesn't reveal your position or draw attention to you if you immediately Hide as a bonus action (granted by your Cunning Action). ## Final Blow At 13th level, you increase the power of your attacks to make sure the work is done. Whenever you use the Poison Strike feature, the hit automatically turns into a critical. ## Death Strike Starting at 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.