The Assassin (5e Class)
From D&D Wiki
|Work In Progress|
Masters of Stealth and Mobility
Assassins are behind the scenes operatives of death. They will be given a target and required to do research into the habits and finer details of the target. Using basic training skills and novices to gather this information, they plan a careful approach to assassinate their target. Often after succeeding, the goal is to escape with as little confrontation as possible. Using all sorts of free running techniques, an assassin will aim to lose their attackers and then when they break line of site, they hide in an obscure spot until the coast is clear, then making their way back to the Bureau to report a successful mission.
Touch of Death
Unfortunately not all missions go according to plan, forcing an Assassin to fight his way out. In the event such a thing might, they are trained to defend themselves to the highest degree. Using their complete arsenal, an Assassin can become a one man army. Swathes of enemies falling at their feet, either from death or from fear. Their lethal techniques can only be matched by the most skilled of fighters.
Shadows of Civilization
Assassins thrive in built up areas that are heavily populated and have ample building structures. Not necessarily shadows but definitely not a part of the crowd, these uncanny warriors use the environment to their every advantage. If it’s climbable, it’s an escape route. Anything that hinders your enemies is taken advantage of. Everything is permitted.
Creating an Assassin
An Assassin fights to protect lives, but not all protectors walk in the light. Consider why your character chose the life of an Assassin as opposed to a Paladin or a law abiding Fighter. As an Assassin, you will take many lives in the name of justice and often walk a very fine line between what feels right and what is right. What was the triggering event that led you away from your previous life? Perhaps the uncivilised skills acquired from the Brotherhood will assist you in a personal vendetta. You will be expected to follow the three tenets and the Maxim that guides all Assassins.
- Stay your blade from the flesh of an innocent, Hide in plain sight , Never compromise the Brotherhood
- Nothing is True, Everything is Permitted
Assassins sometimes misinterpret the Maxim that guides them and will break one or more of the tenets because of it. Such disobedience is punishable by death, with some cases only permitting demotion or expulsion due to ignorance rather than abuse of the Maxim.
- Quick Build
You can make an Assassin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Acolyte background.
As a Assassin you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Martial Weapons, Simple Weapons, and Improvised Weapons
Tools: Disguise kit & Thieves’ Tools
Saving Throws: Dexterity and Wisdom
Skills: Stealth and choose 2 from Athletics, Animal Handling, Acrobatics, Deception, Insight, Investigation, Nature, Perception, Performance, Persuasion, Slight of Hand, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Hidden Blade or (b) Longsword or Rapier or (c) Scimitar
- (a) Shortsword or 4 Daggers or (b) 4 Throwing knifes or Hand Crossbow (10 Bolts)
- Burglar's Pack
- If you are using starting wealth, you have 2d4x10gp and see PHB p. 145 for further options. in funds.
|1st||+2||Hidden Blade, Sneak Attack, Eagle Vision||1d6||-|
|2nd||+2||Freerunning,Viewpoint, Leap of Faith||1d6||5|
|4th||+2||Ability Score Improvement||2d6||5|
|5th||+3||Interrogation Tactics, Counter Attack||3d6||10|
|7th||+3||Evasion, Grab Ledge||4d6||10|
|8th||+3||Ability Score Improvement||4d6||15|
|9th||+4||Assassin Archetype Feature||5d6||15|
|12th||+4||Ability Score Improvement||6d6||20|
|13th||+5||Assassin Archetype Feature||7d6||20|
|16th||+5||Ability Score Improvement||8d6||25|
|17th||+6||Assassin Archetype Feature||9d6||30|
|19th||+6||Ability Score Improvement||10d6||30|
Starting at 1st level, If you are hidden from your enemies, you may use your Hidden Blade as a normal weapon attack. If you are using it in the middle of combat, your attacks are reduced, equal to half your efficiency bonus(rounded up), unless you are in the flanking position behind an enemy with a friendly creature directly opposite or you are successfully hidden from the creature you are targeting. If you drop an enemy to 0hp, you can make another attack as a bonus action. The Hidden Blade deals a d6 piercing damage and has the following properties: light, finesse and special.
In addition, you can only be proficient and operate one Hidden Blade at a time until 10th level to be able to proficiently dual-wield two Hidden Blades at the same time.
Starting at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the Attack roll. The Attack must be used by the Hidden Blade.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Assassin table.
Starting at 1st level, you have mastered the technique of Eagle Vision, a very distinguished assassin skill that allows you to determine friend from foe. You can use a bonus action to activate this enhanced visual skill for one minute. While Eagle Vision is active, creatures and objects that you can see are covered in a color of light that corresponds with their personal relationship towards you, regardless of any attempts a creature makes to deceive you. Creatures that are covered in a red hue are creatures that are hostile towards you or creatures that you've targeted for assassination, blue-hued creatures are creatures that are friendly towards you, and objects covered in a golden hue are objects that are of interest to you. Additionally, you can always see a creature that you've targeted for assassination with this feature, even if they enter a building or use magic to conceal their location. You can use this feature a number of times equal to half your Wisdom modifier (rounded down, minimum 1). You regain all expended uses of this feature after taking a long rest.
Starting at 2nd level, your speed increases by 5 feet while you are not encumbered or wearing heavy armor. This bonus increases when you reach certain Assassin levels, as shown in the Assassin table. Also, your jump distance is doubled, climbing speed is equal to your movement speed, and Athletics check made to run, jump, slide, climb, swing or otherwise move athletically you can make any Strength (Athletics) check as a Dexterity (Acrobatics) check and vise versa.
Starting at 2nd level, a special form of a Perception check. Doing so enhances your field of view out to a mile revealing potential friends, foes, civilians and targets. Using this feature at height may reveal points of interest and general layout of terrain. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Leap of Faith
Starting at 2nd level, you have learned how to leap from any height, soaring like an eagle and landing unharmed. if you are currently standing on top of a platform or the edge of a cliff, you can use an action to make a leap of faith. If there is some sort of cushioning material on the ground that you could land on, such as a pile of hay, a large pool of water, or a sack filled with produce, you land without taking any falling damage. Alternatively, if there is a creature that is either the same size as you or larger that you could land on, you can choose to land on top of the creature, you and that targeted creature both take equal to half the falling damage. You can only perform a leap of faith if the distance between your current location and the ground is 200 feet or less.
Starting at 3rd Level, you chose a Archetype that decides what sort of Assassin you will emulate. Choose between the The Warrior Archetype, The Hunter Archetype, and The Negotiator Archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you gain the ability to interrogate a creature. You can spend 10 minutes talking to a creature to break it and cause it to open up to your questions. The creature must be restrained for the duration:
- During this part of interrogation, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. You also gather the surface thoughts of that creature, as if you had cast detect thoughts on that creature.
- After this 10 minutes, you can spend 1 hour to use advanced tactics of interrogation, such as manipulation or torture. If you choose manipulation, you must succeed on a Charisma (Deception), (Persuasion) or (Intimidation) contested by the target's Wisdom (Insight).
- If you choose torture, the target must succeed on a Constitution saving throw against a DC equal to half the damage caused by you. The damage caused during a torture is cumulative, so, if you have caused 30 points of damage over 10 rounds, the DC is still 15. The DC only resets if the creature recover hit points during a short or a long rest. Intimidation during torture is more effective. You gain a bonus of +1 on Charisma (Intimidation) checks for each 15 points of damage caused on the victim. The maximum bonus is up to your charisma modifier.
- If the target has three consecutive successes, this feature don't works on that creature for the next 24 hours. On a success, trough either manipulation or torture, you break the target. The target can't speak a deliberate lie for 1 hour, and will immediately answer all questions asked directly if it knows the answer truthfully for the next 10 minutes.
Starting at 5th level, one of the most useful techniques an Assassin can have is the Counter Attack. In a split second you can turn the tide against your enemies and gain the upper hand on most combat encounters. Using your reaction, you can attempt to dodge the enemies attack in a controlled manner and smoothly transition into your own specialized Attack of Opportunity. Successfully rolling an acrobatics check against the enemies attack roll, grants you the opportunity to strike back in the same reaction. If your Hidden Blade is equipped and is the weapon you plan to use for the Counter Attack, your acrobatics check is rolled with disadvantage.
At 14th level, your Hidden Blade is no longer the hindrance in combat it once was. Your ability to read the flow of combat has enabled you to use your Hidden Blade in the heat of the battle. Your Counter Attacks with it are no longer at disadvantage.
Starting at 6th level, You've trained hard with only a single hidden blade and are now capable of using it to perform an Air Assassination. While you are 200 feet or less you may perform a Air Assassination on a singular target. However you'll be taking half the fall damage that is told in the Leap of Faith Feature. Make a single attack roll against them, if an attack is successful against a creature whose current HP is equal to or below 5 multiplied by the Assassin's proficiency bonus, they will be executed and killed. If not, the Assassin deals the Hidden Blade damage to each. This benefits from any Hidden Blade modifications. You can use this feature a number of times equal to your Dexterity modifier per long rest.
In addition, if the singular target drops to zero by this feature, you'll gain an additional Action and Bonus Action before initiative is rolled in combat and before any other creatures may react. You can use this part of the feature once per long rest.
Starting at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 7th level, If you are falling and attempt a Dexterity Save to catch yourself on a ledge or the like and fail, you can reattempt the roll and take the new result. This feature can only be used once per short rest or long reset.
Starting at 11th level, You've trained with the dual hidden blades, now able to use them in perfect unison. While you are adjacent to two creatures that can't see you and are within 5 feet of each other, you can attempt to assassinate both of them simultaneously. Make an single attack roll against both of them, if an attack is successful against a creature whose current HP is equal to or below 5 multiplied by the Assassin's proficiency bonus, they will be executed and killed. If not, the Assassin deals the Hidden Blade damage to each. This stacks with any Hidden Blade modifications. You can use this feature a number of times equal to half your Dexterity modifier per long rest. (Rounded Down)
Starting at 14th level, you've mastered the arts of the Hidden Blade and can swiftly strike down multiple enemies in mere seconds. Everytime you drop a creature to 0 Hit Points with your Hidden Blade, you may strike another creature within 5 feet of the initial target with the Hidden Blade. You can use this feature a number of times equal to your proficiency bonus per long rest.
Starting at 15th level, you can use your action, unless stated otherwise to give commands to your allies. Aiding them in battle. Choose one of the following commands:
Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma Mod (Min. 1)
Your presence inspires those around you. As an action, you can speak out words of encouragement to all allied creatures within 60ft. They gain temporary hit points equal to your Assassin level + Charisma modifier (minimum of one) and have resistance to non-magic attack as long as they have their temporary hit points. You regain use of this feature after you finish a long rest.
Your commands are treated as law. As an action, you can yell to charge your foes, giving all allied creatures within 60 feet of you advantage on attack roll and against saving throws for 1 minute. Also, while under this effect, you and all your allies ignore difficult terrain and cannot be frightened. You regain use of this feature after you finish a long rest.
- Primal Scream
Your very voice can be a source of horror for some. As an action, you may make all enemy creatures within 60ft of you make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On failure, they are frightened for 1 minute. At the end of their turn they may repeat this saving throw. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You regain use of this feature after you finish a short or long rest.
Starting at 20th level, You become the Leader of your own guild and potentially in Line to become the Grand Mentor. You have reached the pinnacle of your wisdom and leadership. All Assassin's under your command follow your orders and all the resources of the guild are at your disposal. Commands from your Direct Commands feature can be used as a bonus action instead.
At 3rd level, you gain proficiency in Smith’s tools, the skills Acrobatics and Athletics. If you already had proficiency in any of these skills gain expertise.
- Fighting Style
Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You may choose a additional fighting style at 13th level. You can't take a Fighting Style option more than twice, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
You can breath twice as long underwater and you gain a +2 bonus to your AC.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
- Combat Superiority
Starting at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
- Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
- Superiority Dice. You have four superiority dice, which are d4s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 13th level.
- Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier
- <!-Class Feature->
Starting at 9th level,
- <!-Class Feature->
Starting at 13th level,
- <!-Class Feature->
Starting at 17th level,
At 3rd level, you gain proficiency in Herbalism kit & Poisoner’s Kit, the skills Nature and Survival. If you already had proficiency in any of these skills gain expertise.
- Beast Companion
Starting at 3rd level, you have a loyal companion that fights alongside you. Your companion must be a beast and can have a maximum CR of 1/2. The beast obeys your commands and it is friendly towards your allies.
- In combat, it rolls its own initiative and acts on its own turn. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast companion acts on its own. The beast loses its Multiattack action, if it has one. You can ride the beast as a controlled mount if it is big enough, even if it hasn't been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. All other rules of mounted combat apply.
- Your companion has a number of hit dies equal to yours, and gain an additional hit die every time you gain one, calculating the hit points accordingly. It uses your proficiency bonus and its ability modifiers for any ability checks, attack rolls or saving throws. The beast's natural attacks damage increases by one die at levels 5th, 11th and 17th.
- Whenever you gain the Ability Score Improvement class feature, your beast companion’s abilities also improve. Your beast companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
- Tamer's Bond
Starting at 3rd level, on your turn, without spending an action, you can constantly feel the emotions of your beast companion, as long as the beast is within 500 feet of you. Within 300 feet, you can constantly tell your beast's location. If the Concentration is broken, the Hunter loses this bond for a round. You need to concentrate to use this feature, as if you were concentrating in a spell. You can chose to end the bond on your turn, without spending an action. The more you spend time with your bond, the faster it is to find you, regardless of location, dimension or time it will find you. If it's loyalty is unnerving it can choose to transport itself to you.
- Favored Enemy
Starting at 9th level, you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.
- Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.
- You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence checks to recall information about them.
- When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.
You choose one additional Favored enemy, as well as an associated language, at 13th and 17th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.
- Natural Explorer
Starting at 9th level, You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your Favored terrain, you gain the following benefits:
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Forage, you find twice as much food as you normally would.
- While Tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional Favored terrain types at 13th and 17th level.
- One with Nature
Starting at 13th level, The Hunter becomes more attuned to the nature around him. When not in a "man-made" area the Hunter may blend in with their surroundings. You gain a +5 bonus to Stealth checks against Perception checks based on Sight. You can use this feature a number of times equal to your Wisdom modifier per long rest.
In addition, this feature also grants the Hunter and Beast Companion +2 AC when not in "man-made" areas.
- Master's Bond
Starting at 17th level, you and your beast companions work, play, act and think as one. When you have spent 8 hours taming a companion, a drastic change occurs in them. Your companion's ability scores now equal your own, except for their intelligence.
Additionally, you and your companion are now able to understand one another, as if you are speaking the same language.
At 3rd level, you gain proficiency in Forgery kit, the skills Deception, performance, and Persuasion. If you already had proficiency in any of these skills gain expertise.
- Silver Tongue
Starting at 3rd level, You develop your conversational skill to better deceive others. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds:
- Any attack the targeted humanoid makes against you is made with disadvantage.
- Any attack or ability check you make against the targeted humanoid is made with advantage
- Both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
At 9th level, You have honed this ability and are able to use it outside of combat. If your check passes, you also have the ability to make any humanoid who is neither hostile nor friendly towards you now be considered friendly. Along with this, if your check fails, the target can't be deceived by you in this way for 1 minute, rather than 1 hour.
At 13th level, Your quick wit and sharp tongue have granted you the ability to get out of trouble in a pinch. If your check passes, you also have the ability to shift the target's opinion of you as follows:
- A hostile target ceases being Hostile, yet would not be considered Friendly.
- A target who is neither Hostile nor Friendly becomes Friendly with you.
- A target who is Friendly with you is now Charmed.
- These effects last until you use this ability on a different target. If your check fails, the target has advantage on its Wisdom (Insight) roll to contest this for 1 hour.
At 17th level, Your soothing words have incredible power, getting you out of even the most difficult situations. If your check passes, you have the ability to shift the target's opinion of you as follows:
- A Hostile target becomes friendly
- A target who is neither Friendly nor Hostile becomes Charmed
- A target who is Friendly is Charmed
- A target who has gone into a Rage ceases their Rage immediately and becomes Hostile to you.
- These effects last for as long as the target remains within 30 feet of you, and can be used on many targets at a time. If your check fails, the target has advantage on its Wisdom (Insight) roll to contest this for 1 minute, rather than 1 hour.
- Social Stealth
Starting at 9th level,
Starting at 9th level, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance/Deception/Persuasion) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks, and all attacks not made against you with disadvantage until you stop performing.
At 17th level, your ability to draw attention to yourself increases dramatically. If your check succeeds, you grab the humanoid’s attention enough that it all ability checks are made with disadvantage and the humanoid cannot attack anyone other than you, until you stop performing.
- <!-Class Feature->
Starting at 13th level,
- <!-Class Feature->
Starting at 17th level,
The Assassin Feature List
Prerequisites. To qualify for multiclassing into the Assassin class, you must meet these prerequisites: 16 dexterity & 16 Wisdom
Proficiencies. When you multiclass into the Assassin class, you gain the following proficiencies: 1 skill proficiency