User:Quincy/Assassin, Assassin's Creed Variant (5e Class)

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A 5e Class based off The Assassin's Creed game series

The Assassin Brotherhood has been around as long as history has been recorded. The Assassin Brotherhood (or also known as the Assassin's Order, or simply Assassins), has been in an age long secret war with their sworn enemies the Templar Order. The Assassin Brotherhood has stood for the liberation of people over tyranny to better the lives of the common poor. However the even deeper truth is that they battle with the Templar Order because they aim to use the Pieces of Eden, ancient artifacts left by Those Who Came Before, objects of such immense power that the Templar Order seeks to use them to control the entire world, which is why the Assassins find them, to keep the world free from the Templar's tyranny. Working from the shadows to serve the light, they will never harm an innocent, they hide in plain sight, and they will never compromise their fellows. Assassins have made their mark in history time and time again but the only ones to know are them themselves. The introduction into the order is sacred, were you born into the order or were you recruited by a Mentor Assassin? Then trained continuously to eliminate the Templar tyrants who control the populous. What has become your history with the assassin order? Do you believe in what your fellows do is right? Or do you secretly doubt the teachings and methods of the order? Either way you have been trained as one yourself, and now it is time to serve the Brotherhood, to hunt down the Templar and to free the oppressed people of the world.

Ezio Auditore da Firenze, Master Assassin and Mentor of the Italian Brotherhood.

Creating an Assassin[edit]

How were you introduced into the order? Were you born into it? If so who were your parents and what were their accomplishments or short fallings? Or were you recruited? If so what was your life before hand and has it helped you in your training as an assassin? When creating an assassin focus first on Dexterity, next Wisdom, then constitution.

Class Features

As a Assassin you gain the following class features.

Hit Points

Hit Dice: 1d8 per Assassin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Assassin level after 1st


Armor: Light Armor
Weapons: Simple Weapons, Any Handguns, Hidden Blade
Tools: Thieves Tools, Poisoner's Kit
Saving Throws: Dexterity and Wisdom
Skills: Choose 4 from Acrobatics, Athletics, Deception, Investigation, Perception, Persuasion, Religion, Sleight of Hand, Stealth


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Assassin

Level Proficiency
1st +2 The Creed, Assassination, Assassin Initiate, Prayer For The Dead
2nd +2 Fighting Style
3rd +2 Freerunning, Eagle Vision
4th +2 Ability Score Improvement, Harmful Strikes,
5th +3 Assassin Novice, Leap of Faith, Extra Attack
6th +3 The Maxim: Nothing is True, Instinctive Defense
7th +3 Second Hand
8th +3 Ability Score Improvement, Evasion
9th +4 Air Assassination
10th +4 The Greatest Weapon
11th +4 The Maxim: Everything is Permitted
12th +4 Ability Score Improvement, Assassin Elder
13th +5 Codex Teachings
14th +5 Strength in the Brotherhood
15th +5 Running Assassination, Extra Attack
16th +5 Ability Score Improvement, Improved Evasion
17th +6 Improved Eagle Vision
18th +6 Arrow Storm
19th +6 Ability Score Improvement
20th +6 Master Assassin

The Creed[edit]

Beginning at level 1, you agree to "The Creed" which is 3 tenants that all Assassin's swear to as part of the Assassin Order

1. Stay your blade from the flesh of an Innocent

If at any point in time you kill an innocent person then you immediately take 10 points of damage (Increasing with every rank gained within the Assassin Order) At 5th level take 20 points of damage, At 12th level take 30 points of damage, At 20th level take 40 points of damage.

2. Hide in plain sight, be one with the crowd.

Gain proficiency in Stealth. If you are already proficient in Stealth, then double your proficiency bonus to Stealth.

3. Never Compromise the Assassin Order.

If you are ever captured and/or tortured, if you reveal secrets of the Brotherhood you will be subjected to the Assassin Council and be sentenced the penalty of death


Beginning at level 1, When you're hidden, attacks with your hidden blade deal an extra 2d4 damage. This increases at higher levels : 3d4 at 4th , 3d6 at 7th , 4d6 at 10th , 4d8 at 14th , 5d8 at 17th, and 5d10 at 20th.

Assassin Initiate[edit]

Beginning at level 1, you become an Assassin Initiate. This is your rank in the Assassin Brotherhood, you are an initiate in training, your rank determines the damage of your hidden blade and how much influence you have in the Order. Your rank also determines what types of weapons you may use.

  • Your hidden blade damage is 1d6
  • An inductee, you are not trusted with weapons outside of your initial gear.
  • You have no influence in the Assassin Order

Prayer For The Dead[edit]

Starting at level 1, you say a prayer that is said to all your kills, as you were taught by the Order that all life is precious. When you encounter the corpse of a humanoid that has died within 5 minutes, you may spend as few as 30 seconds upwards to 1 minute performing a special prayer to make their passing from this world easier. When you complete a prayer, you may expend a Hit Dice and recover that much HP. Monsters are the exception to this rule as it's believed they are born from mankind's ill emotions, but you may still perform the prayer for full benefits.

Fighting Style[edit]

Beginning at level 2 Assassins must choose their fighting style.

  • Single Blade - Weapons with the Light or Finesse property get a +2 to your Attack Rolls.
  • Stealthy Fighter - While under the effects of Stealth, your attacks deal an additional 2d4 die damage.
  • Heavy Hitter - The first attack you make on an enemy with a Melee weapon that has the Two-Handed or Versatile property makes them lose -1 AC for the rest of the fight
  • Hand to Hand - Your Unarmed Strikes use Dexterity and you gain +2 to hit and deal 1d6 damage.
  • Bombs - Assassins work with many tools in their trade but one of their most versatile is their variety of bombs at their selection. You must spend 30 gold in a city, town, etc. and you gain bombs equal to 1d4 + your int mod, but you may only hold each bomb type equal to your Wisdom modifier at one time. Every bomb has a range of 25ft. For bombs that require an Ability save, your Ability Save DC = 8 + your int mod + your proficiency bonus.
  • Caltrop Bomb - the ground of a 10ft radius is covered in caltrops, every 5 ft an enemy walks through the caltrops, they must make a dexterity saving throw against your ability save DC or take 1d4 damage and stop moving. A creature affected by caltrops loses 10 ft of movement until they heal at least 1 damage.
  • Datura Bomb - an area of a 20ft radius is now covered in a toxic gas anyone who passes through it must take 1d6 of poison damage per 10ft of movement
  • Splinter Bomb - this bomb explodes in a radius of 15ft dealing 1d6 piercing damage due to the shrapnel within increasing damage with every 4th level to a max of 5d8. 6th level 2d6. 10th level 3d8, 14th level 4d8, 18th level 5d8
  • Thunder Bomb - when tosses it explodes in a 5ft radius and everyone within that radius must make a constitution saving throw vs your ability save dc or be knocked prone.
  • Smoke Screen Bomb - an area of a 15ft radius is covered in a dense smoke screen, heavily obscuring the area.

Eagle Vision[edit]

Beginning at level 3, You can use the blood of the first Assassin's passed down to you to gain Truesight 30 Ft and Darkvision 30 ft. If you already have Darkvision and/or Truesight, add 30 ft to the total range. Additionally, you have advantage on any Perception check involving sight.


Beginning at level 3, You have learned how to run like no other man or woman, using agility to pass through environments to a point where few can catch you. You may use Dexterity instead of Strength when making Athletics checks and you may now use Dash as a bonus action.

Harmful Strikes[edit]

Beginning at level 4, you learn how to combat opponents without weapons. You deal an extra 1d6 of damage and you may also attempt to disarm your opponent by making a contested dice Dexterity Check vs. the target's Strength Check

Ability Score Increase[edit]

When you reach 4th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. and again at 8th, 12th, 16th and 19th level,

Assassin Novice[edit]

Beginning at level 5, Your Skills and Accomplishments have granted you the Title "Assassin Novice" within the Assassin Brotherhood.

  • Your Hidden Blade damage die is now d8
  • A formal member of the Order, you are trusted with Short Swords, Rapiers, and War Hammers.
  • You have some influence within the Assassin Order, but not a lot as you are still inexperienced.

Leap of Faith[edit]

Beginning at level 5, Assassins gain access to Leap of faith. Through training Assassins have gained a strange knack with getting away from getting hurt while falling to their deaths. If you willingly leap off of a structure and plummet to the ground you will land in a "safe zone" negating half fall damage on a failed Dex Save DC= 15 and all damage on a pass. You may use this ability once per long rest.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three attacks at 15th level.

The Maxim: Nothing is True[edit]

Beginning at level 6, When you deal the killing blow to a target enemy, during or outside of conflict, you may activate “The Maxim: Nothing is True.” For the next 2 minutes this ability enters you and your target into a pocket dimension where time has stopped and you speak to the dying target. During this time the target may not lie nor refuse to speak, but you cannot understand the target if they do not speak a language you know nor can the target understand you. Once the ability ends you return to the previous dimension and continue as if time has never stopped. When you are finished with the target you may speak your Prayer For The Dead to end the ability early. If you end the ability with the prayer you gain +5ft movement and +2 to attack rolls that lasts for an hour. You can use this ability once per long rest.

Instinctive Defense[edit]

Beginning at level 6, you become a master of defense and quickly maneuvering out of an attack. As a reaction to being targeted by an attack, you may add half of your Dexterity modifier (rounded down) to your AC until the end of your next turn.

Second Hand[edit]

Beginning at level 7, Assassins gain a second hidden blade in their offhand, this can be used at the same time as their first Hidden blade dealing half damage. When attempting an assassination you may attempt a double assassination if your other target is within 10ft of your primary target.


At level 8, If subjected to an attack that allows a Dexterity save for half damage, a character with evasion takes no damage on a successful save. As with a Dexterity save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion. As with a Dexterity save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

Evasion can not be used in Medium armor or above

Air Assassination[edit]

Beginning at level 9, Assassins gain the ability to transfer fall damage, max of 10d6, to an unsuspecting target. That target must succeed in a DC:16 Dexterity check to avoid damage. If you are under the effects of Stealth when you attempt this, the target has Disadvantage on the throw.

The Greatest Weapon[edit]

Beginning at level 10, Assassins can attempt stealth rolls no matter the lighting in your environment. Also you get an additional 2 damage dice when you deal damage from stealth.

The Maxim: Everything is Permitted[edit]

Beginning at Level 11, you gain a greater understanding of the Maxims. When you attempt a skill check you have proficiency with, you may add your Wisdom modifer to your roll. If you attempt a skill check you don't have proficiency with, you may add half your Proficiency Bonus (rounded down) to your roll. You may only use this ability a number of times equal to your Wisdom modifer before needing a Long Rest.

Assassin Elder[edit]

Beginning at level 12, Your Skill and Accomplishments have made you an Assassin Elder of the Brotherhood.

  • Your Hidden Blade damage die is now d10
  • With greater experience gives training to usage with Longswords, Greatswords, Greataxes, and Mauls.
  • You have greater influence within the Assassin Order, you now have the ability to recruit people into the Assassin Order, but be careful who you choose...

Codex Teachings[edit]

Beginning at level 13, Assassins must choose which Master Assassin they will learn the most from. The Master Assassins of the Brotherhood have record their teachings for future generations. Ability score increase may not go past 20. You may only chose one of the following.


Once you’ve chosen this Teaching, gain a +2 Ability Score increase to either Strength or Intelligence. The one who helped refine the Assassin ways and knew how to strike with deadly precision while hiding in plain sight. When you perform the Assassination ability you gain an additional die to your Hidden Blade attacks.


Once you’ve chosen this Teaching, gain +2 Ability Score increase to either Charisma or Dexterity. A charmer and skilled with weapons both old and new during the New Rebirth. When you attack using a Finesse weapon you gain a +4 to your attack roll.


Once you’ve chosen this Teaching, gain +2 Ability Score increase to either Intelligence or Wisdom. Achilles believed that Combat is sometimes unavoidable, and your weapons and skills may be the only way to live. Chose 3 weapons (Note: You may not choose Hidden Blade); You familiarize yourself with these weapons to their fullest. If you attack with these weapons, you gain an additional die of damage.


Once you’ve chosen this Teaching, gain +2 Ability Score increase to either Strength or Constitution. A pride of honor and knowledge of tribal skills with multiple weapons at once was Connor's way. You may now Dual Wield any weapon as long as neither are Two-Handed or Heavy.


Once you’ve chosen this Teaching, gain a +2 Ability Score increase to either Dexterity or Strength. Arno's natural agility helped bring new ways of allowing Assassins to get around, no matter the situation. You are now proficient with Athletics and Acrobatics (If already proficient gain Expertise), and gain advantage on all Acrobatics checks.

Strength in the Brotherhood[edit]

Beginning at level 14, Assassin may call upon the Brotherhood's help in your matters, whether it be to distract and lead enemies away, or to assassinate a pair of certain targets, or to help you infiltrate an area. This ability may be used to call in a 2 assassins of the Brotherhood to help in combat. Treat their stats as such, any stats that would use level use your own current level for such. This can be done once per long rests.

Basic Assassin - AC of 14 HP 40

  • Strength - 10
  • Dexterity - 16
  • Constitution - 12
  • Intelligence - 14
  • Wisdom - 11
  • Charisma - 10
  • Equipment - Longsword they are proficient with, Hidden Blade
  • Abilities - Assassination, The Creed

Running Assassination[edit]

Beginning at level 15, as part of your Dash, you can use Assassination on a target. (Note: You do not need to be under the effects of Stealth for this).

Improved Evasion[edit]

Beginning at level 16, your skills at evasion...well, improve. Improved Evasion is like Evasion, except that even on a failed saving throw the character takes only half damage.

Improved Eagle Vision[edit]

Beginning at level 17, Your blood ties have grown stronger within you improving your ancestors Eagle Vision. While Eagle Vision is active, you gain Expertise with Perception involving sight and you can easily spot a target among a crowd. Hidden Traps and Treasure become easy for you to spot.

Arrow Storm[edit]

Beginning at level 18, Assassins are granted access to a grand ability of the Assassin Order, calling upon help of the Assassins. you call the arrow storm. The sound of an eagles cry sounds out and every enemy within a 40ft radius must make a Dexterity saving throw DC 18 or takes 12d8 piercing damage on a fail, half damage on pass. This ability may only be used once per long rest.

Master Assassin[edit]

Beginning at level 20, Your Skills and Accomplishments have made you the Master Assassin of the Assassin Order, one of their leaders.

  • Your Hidden Blade damage die is now d12
  • You have freedom to equip yourself as you see fit. You gain Martial Weapon Proficiency.
  • You have complete influence within the Assassin Order.


Prerequisites. To qualify for multiclassing into the Assassin class, you must meet these prerequisites:15 Dexterity and 15 Intelligence

Proficiencies. When you multiclass into the Assassin class, you gain the following proficiencies:Thieve's Tools, Light Armor, Daggers

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