Deathdealer (5e Subclass)
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A Deathdealer Preparing Her Blade |
A mercenary undertaking his task with cold, professional detachment, the deathdealer is a rogue who is equally adept at espionage, bounty hunting, and terrorism. At his core, they are an artisan, and their medium is death. Trained in a variety of killing techniques, deathdealers are among the most feared of assassins.
First developed by the Viper's Fangs assassins guild devoted to the world serpent, Sseth, deathdealers are the epitome of hired killers who pride themselves on the quality of their poisons and for being able to eliminate a target regardless of how many guards or other protections they have. While nearly anyone is capable of becoming an assassin, rogues who develop this subclass suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, deathdealers excel in more clandestine situations, and the best are the ones the victims never knew existed.
Level 3: Deadly Training[edit]
You gain proficiency with Poisoner's Kits and Disguise Kits.
Poisons you create use their normal saving throw DC or your cunning strike DC, whichever is better.
Level 3: Deathly Cunning[edit]
The saving throw DC of your Cunning Strike abilities improve by +1. This increases to +2 at 9th level, and +3 at 13th level. At 17th level, targets have disadvantage on their saving throws against your cunning strikes.
Level 9: Deadly Silent[edit]
You have mastered the art of moving silently, almost to a supernatural level. You can no longer be sensed with blindsight or tremorsense while you have the invisible condition.
Additionally, you no longer need to have an ally within 5 feet of your target in order to deal sneak attack damage. All the other rules for performing a sneak attack still apply.
Level 13: Death From Behind[edit]
You can attempt to deal sneak attack damage twice per turn instead of only once. You must still meet all the requirements for a successful sneak attack. Further, whenever you roll your sneak attack dice, you can treat any 1s you roll as a 2. If the triggering attack was a critical hit, you can treat any 1s or 2s as a 3 instead.
In addition, your speed isn't reduced to 0 when using Steady Aim.
Level 17: Deadly Blades[edit]
When attacking with any weapons that you know the weapon mastery for, your critical range increases by two. For example, if you normally score a critical hit on a natural 20, you would instead score a critical hit on a natural 18 or 20.
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