Assassins
Assassins are adept professionals, trained to eliminate designated targets, typically for political or monetary motives. Their unpredictable nature, combined with their skill set, makes them notably perilous.
To approach their targets, assassins utilize a range of tactics. They might don disguises to merge with crowds or employ advanced methods to monitor their prey's activities. Diversionary strategies might be used to divert and close in on their mark without detection. When the moment arises, assassins act swiftly and with lethal precision.
Tier 1
Amateur Assassin
Medium, Humanoid
Tier 1, Challenge Point 3, XP: 3
Attributes
AC 13 AP 1 HP 12 Posture 9
- Passive Insight/ Perception 9
- Language Common, Thieves' cant
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR +0 DEX +3 INT -1 WIS -1 CHA +1
LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Ambusher You gain advantage on all Stealth Checks.
- Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d6 damage.
Actions (1)
- Dagger Hit +3, Dmg 1d4 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Throw Weapon (20/30)
Bonus Actions
- Quick Hide You can Hide as a Bonus Action.
- Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.
Tier 2
Assassin
Medium, Humanoid
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 1 HP 24 Posture 18
- Passive Insight/ Perception 14
- Language Common, Thieves' cant
Movement
Base 35 Climb/Swim 10 Dash 20 Stats + Skills
STR +0 DEX +6 INT -1 WIS +4 CHA -1
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Ambusher You gain advantage on all Stealth Checks.
Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d8 damage.
Actions (2)
- Short Sword Hit +6, Dmg 1d6 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Throw Weapon (20/30)
Bonus Actions
- Quick Hide You can Hide as a Bonus Action.
Reaction
- Short Sword Favorite Effect: When an Attack would hit you, you can use your Reaction to Defend. When you Defend, you gain a +4 bonus to your AC to that hit.
Ninja
Medium, Humanoid
Tier 2, Challenge Point 6, XP: 12
Attributes
AC 16 AP 1 HP 36 Posture 24
- Passive Insight/ Perception 14
- Language Common, Thieves' cant
Movement
Base 35 Climb/Swim 10 Dash 20 Stats + Skills
STR +0 DEX +6 INT -1 WIS +4 CHA -1
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Ambusher You gain advantage on all Stealth Checks.
- Assassin Once per round, when you Attack a Surprised creature, you can deal extra 1d10 damage.
- Shadow Camouflage: While you are in darkness, you appear as a shadow. A creature analyzing the area must succeed on a Investigation Check (DC 14) to detect your presence.
Actions (2)
- Kunai Hit +6, Dmg 1d4 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Throw Weapon (20/30)
- Favorite Weapon: You deal extra 1d8 damage if you Attack a Surprised creature
Bonus Actions
- Quick Hide You can Hide as a Bonus Action.
- Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.
Tier 3
Professional Assassin
Medium, Humanoid
Tier 3, Challenge Point 20, XP: 60
Special Loot: Night vision Helm (Uncommon Helmet)
Attributes
AC 18 AP 1 HP 124 Posture 68
- Passive Insight/ Perception 17
- Senses Dark Vision
- Language Common, Thieves' cant
Movement
Base 45 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX +8 INT +1 WIS +7 CHA -1
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Lights Out! If you are in a closed space, you can immediately make the lights go out.
The closed place then becomes dark, causing all creatures without Dark Vision to become partially or completely blinded (up to the GM).
Abilities
- Ambusher You gain advantage on all Stealth Checks.
- Assassin Once per round, when you Attack a Surprised creature, you can deal extra 1d12 damage.
- Poisoner You know how to use the Poisoner's Tools
Actions (2)
- Hook Sword Hit +8, Dmg 1d6 slash + 1d4 poison
- Handguard: This weapon cannot be Disarmed.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Light Crossbow Hit +8, Dmg 1d6 thrust + 1d4 poison
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Ranged Weapon (20/120)
- Favorite Weapon: Attacking a creature within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.
Bonus Actions
- Quick Hide You can Hide as a Bonus Action.
Reaction
- Hook Sword Favorite Effect On a hit with the Hook Sword, you can use your Reaction to impose a Reflex Save (DC 16) to that creature.
- On a fail, it becomes Disarmed.
Shadow Ninja
Medium, Humanoid
Tier 3, Challenge Point 20, XP: 60
Special Loot: Night vision Helm (Uncommon Helmet)
Attributes
AC 18 AP 1 HP 124 Posture 68
- Passive Insight/ Perception 17
- Senses Dark Vision
- Language Common, Thieves' cant
Movement
Base 45 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX +8 INT +1 WIS +7 CHA -1
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Lights Out! If you are in a closed space, you can immediately make the lights go out.
- The closed place then becomes dark, causing all creatures without Dark Vision to become partially or completely blinded (up to the GM).
Abilities
- Ambusher You gain advantage on all Stealth Checks.
- Assassin Once per round, when you Attack a Surprised creature, you can deal extra 1d12 damage.
- Shadow Camouflage: While you are in darkness, you appear as a shadow. A creature analyzing the area must succeed on a Investigation Check (DC 16) to detect your presence.
Actions (3)
- Kunai Hit +8, Dmg 1d4 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Throw Weapon (20/30)
- Favorite Weapon: You deal extra 1d8 damage if you Attack a Surprised creature
- Katana Hit +8, Dmg 1d8 slash or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: Attacks of Opportunity deal extra 1d8 damage. If you make this Attack of Opportunity with both hands, it deals extra 1d12 damage instead.
Bonus Actions
- Quick Hide You can Hide as a Bonus Action.
- Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all Kunai Attacks against that target gain advantage until the end of the turn
Reaction
- Reactive Attack When a creature within 5 feet of you Attacks without Disengaging first, you can make 1 Attack of Opportunity against that creature.
Doppler Assassin
Medium, Humanoid / Ooze
Tier 3, Challenge Point 5, XP: 15
Special Loot: Night vision Helm (Uncommon Helmet)
Attributes
AC 18 AP 1 HP 34 Posture 23
- Passive Insight/ Perception 17
- Senses Dark Vision
- Language Common, Thieves' cant
Movement
Base 45 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX +8 INT +1 WIS +7 CHA +7
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Lights Out! If you are in a closed space, you can immediately make the lights go out.
- The closed place then becomes dark, causing all creatures without Dark Vision to become partially or completely blinded (up to the GM).
Abilities
Ambusher You gain advantage on all Stealth Checks.
Assassin Once per round, when you Attack a Surprised creature, you can deal extra 1d12 damage.
Impostor: When you kill a creature, you can use its skin as a disguise, assuming its form as per the effects of the Alter Body spell, including changing your size to match that of the creature.
Shape Shift You can cast the Alter Body spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way.
Mimicry: You gain advantage on all Deception Checks to pass yourself as another person.
Actions (2)
- Scimitar Hit +8, Dmg 1d6 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Light Crossbow Hit +8, Dmg 1d6 thrust
- Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
- Ranged Weapon (20/120)
- Favorite Weapon: Attacking a creature within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.
Bonus Actions
- Quick Hide You can Hide as a Bonus Action.
Tier 4
Mage Assassin
Medium, Humanoid
Tier 4, Challenge Point 40, XP: 160
Special Loot: Night vision Helm (Uncommon Helmet)
Attributes
AC 19 AP 1 HP 239 Posture 129 Mana 40
- Passive Insight/ Perception 17
- Senses Dark Vision
- Language Common, Thieves' cant
Movement
Base 45 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX +9 INT +9 WIS +7 CHA -2
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Lights Out! If you are in a closed space, you can immediately make the lights go out.
- The closed place then becomes dark, causing all creatures without Dark Vision to become partially or completely blinded (up to the GM).
- Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
- Villain Mana Once this combat, you can regain all your Mana at any moment.
Abilities
- Ambusher You gain advantage on all Stealth Checks.
- Assassin Once per round, when you Attack a Surprised creature, you can deal extra 2d12 damage.
- Spell Skill Spell Hit: +9, Spell DC (17)
- Cast Ritual Spell: You can cast the following spells:
- Circle of Teleportation, Contact, Flashback, Fake Terrain, Locate, Invisible Eye, Non-Detection
Actions (1)
- Cast Spell You can cast the following spells:
- At Will: Electric Hand, Magic Missile, Minor Lightning, Sense Magic, Sleep, Telepathy
- Level 1 (1 Mana): Grand Magic Missile, Hologram, Invisibility, Lightning Strike, Mass Sleep
- Level 2 (2 Mana): Bolt of Lightning, Dispell, Fly, Gaseous Form, Poisonous Spray
- Level 3 (4 Mana): Cloud of Poisons, Dimension Door, Grand Illusion, Pocket Dimension, True Invisibility
- Level 4 (6 Mana): False Identity, Great Lightning Chain, Memory Control, Scrying
- Level 5 (10 Mana): Great Slow, Lesser Time Stop,
Space DistortionBonus Actions
- Quick Hide You can Hide as a Bonus Action.
- Cast Spell You can cast the following spells:
- At Will: Arcane Hand, Feather Fall
- Level 1 (1 Mana): Ethereal Step, Silence
- Level 2 (2 Mana): Read Mind
Reaction
- Cast Spell You can cast the following spells:
- Level 1 (1 Mana): Arcane Shield
- Level 2 (2 Mana): Quick Camouflage
- Level 3 (4 Mana): Counter Spell
- Level 4 (6 Mana): Time Mischief