Rogue/Assassin

Contents
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 a bonus action to apply a dose of poison to a weapon or piece of 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, the first creature you hit with a weapon attack during your first turn of combat is dealt additional damage equal to the result of rolling half of your Sneak Attack dice (rounded up). If the creature is surprised, you deal additional damage equal to the result of rolling your Sneak Attack dice instead.
Impostor
At 9th level, your abilities of disguise become impeccable, allowing you to mimic others with ease. You can spend 1 hour studying one of three components of a creature's behaviour (your choice, given sufficient materials) — listening to speech, examining handwriting, or observing mannerisms. Once this study is complete, when you attempt to mimic that component of their behaviour, 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.
You can repeat this process to mimic additional behavior components for the same person or other people.
Master of Poisons
At 13th level, you've learned the deepest secrets of making and using poison. 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 unstable, and lose their potency after 24 hours. When your poison's effects require a saving throw, the DC equals 13 + your proficiency bonus.
A poison's method of delivery is indicated in brackets, as defined in Chapter 8 of the Dungeon Master's Guide.
- 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 open air, dissolving flesh and veins as the extremely corrosive substance is pumped through the body. A creature subjected to this poison must make a Constitution saving throw, taking 3d6 acid damage on a failed save, or half as much on a successful one. On a failed save, the poison also 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, ending the effect on a success.
- 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. On a failed save, the creature takes 2d8 psychic damage and is poisoned. While poisoned in this way, the target is also blinded. At the end of each of its turns, the creature can make another Constitution saving throw, ending the effect on a success. On a successful save, the creature takes half as much damage and isn't poisoned.
- Embrace of Myrkul (Ingested). A highly esoteric poison, this concoction puts its victims into such a deep torpor that 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 is subjected to 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 against a DC equal to 13 + your proficiency bonus. A surprised creature has disadvantage on the saving throw. On a failure, the damage dealt to it by the attack is doubled and it fails any saving throws against poisons until the end of the turn.
Once you use this feature, you can't do so again until you finish a long rest.
| Rogue | |
|---|---|
| Subclasses | Arcane Trickster · Assassin ᴴᴮ · Divine Hand ᴴᴮ · Enforcer ᴴᴮ · Gadgeteer ᴴᴮ · Hundred Faced ᴴᴮ · Inquisitive · Mastermind · Phantom ᴴᴮ · Ruffian ᴴᴮ · Scout · Soulknife · Surgeon ᴴᴮ · Swashbuckler · Tactician ᴴᴮ · Thief |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |