Mourne
2017-02-26, 04:32 PM
Version 7.0 now available. I'm thinking, as far as the base class features go, this is probably (hopefully!) near the final product barring some minor balance tweaks. I'm kind of at the bottom of the creative well on any further base feature changes. Just a note... this is designed for my own campaign world (and, obviously reflects my preference/style). I tend to gravitate towards low-magic and a little more gritty feel. I prefer shades of grey and have, in fact, ditched the alignment system in favor of a custom "slider".
The included Guilds are mainly complete and have been revised to all share the same design framework. Hopefully each is true to its theme. I've still worries about balance... it's almost as hard to balance the archetypes against one another as it is to build the base class.
In addition, I'm working on adding three more guilds: One to fill a niche I think is missing (martial/weapon based) and two to indulge a couple of creative exercises (complete rework of the Arbiter's Guild and the Sparrows, a small race themed guild).
Homebrewery Link: Assassin, Book of Knives (http://homebrewery.naturalcrit.com/share/rkwnXyxmg)
The art and fluff are still WIP.
Please don't be shy about voicing an opinion, even if it's only on a single feature. It would be a great relief to finally wrap this one up and move on to polishing the Gallant, Vagabond, Skinchanger, or (spell less) Bard. :smallsmile:
Version 6.0 now available (thanks MrStabby for your insights!). Please ignore the text wall version of the class and follow the link.
Homebrewery Link: Assassin, Book of Knives (http://homebrewery.naturalcrit.com/share/rkwnXyxmg)
Lots of changes, so many that I didn't even try to capture on the version history. Not a complete overhaul, but definitely a major revision. The Homebrewery link includes the "Poison Lite" rules I was too lazy to type initially that help support a slightly expanded use of poisons.
Concerns that I have at the moment:
Opted to go with proficiency with the 3 "weak" saves... we'll see how it goes
I've only included the Guilds that are complete though I still feel the power curve is a notch too high
Please let me know what you think. I'll be adding the remaining (updated) Guilds in the next few days.
EDIT: If you're not familiar with the Homebrewery, it is optimized for Chrome (other browsers work but can go "sideways" occasionally). If you're having issues even with Chrome (e.g. some of the text is pushed off the screen), try adjusting your browser's zoom setting.
Everything below is now out of date.
I've been working on this Assassin class for a while now (part of the triumvirate of "stealth" classes for my custom campaign: Assassin, Rogue, and Vagabond). It has gone through some limited playtesting, more than a few nights of beer drin....err....group discussions, and a few rounds of asking for review on Reddit (where I seem to be able to get a lot of downvotes but very little feedback). I've yet to hit a state where I feel it's final enough to add in all the fluff text and artwork, though I think (fingers crossed) it's close.
Originally, the class chassis was loosely based on the Rogue, but (oddly) ended up resembling the Barbarian more. Currently, I've worries about how the Assassin will be able to sustain damage and perform defensively (d10 Hit Die and the Uncanny Intuition feature are both fairly recent). The saves are also problematic as, thematically, STR and INT make the most sense (to me) but they're both weak saves. I could arbitrarily just swap STR for DEX or CON but I didn't want to force this class down the DEX path (as of right now, it play surprisingly well as either a STR or DEX focused build as long as INT is not neglected).
Please let me know what you think. Thanks!
Homebrewery Link: homebrewery.naturalcrit.com/share/rkwnXyxmg
Ugh! Not allowed to link yet. Well, most of my work is on Homebrewery. Until such time as I meet the post requirements, I'll work with the forums preset formatting (so please excuse anything that doesn't look just right... first timer here). In the interest of saving my fingers, I'm not going to include the section on new poisons, some of the "asides", the version history, and credits at this time.
-----Level
-----Proficiency Bonus
-----Feature
-----1st
-----+2
-----Assassin’s Mark, Reflexive Insight
-----2nd
-----+2
-----Deadly Assailant, Uncanny Intuition
-----3rd
-----+2
-----Guild Affiliation, Guild Secret
-----4th
-----+2
-----Ability Score Improvement
-----5th
-----+3
-----Extra Attack
-----6th
-----+3
-----Guild Secret
-----7th
-----+3
-----Ambuscade, Trained Senses
-----8th
-----+3
-----Ability Score Improvement
-----9th
-----+4
-----Guild Secret
-----10th
-----+4
-----Anatomical Strike
-----11th
-----+4
-----Infiltrator
-----12th
-----+4
-----Ability Score Improvement
-----13th
-----+5
-----Guild Secret
-----14th
-----+5
-----Unreadable
-----15th
-----+5
-----Lethal Attacks
-----16th
-----+5
-----Ability Score Improvement
-----17th
-----+6
-----Guild Secret
-----18th
-----+6
-----Prescient Evasion
-----19th
-----+6
-----Ability Score Improvement
-----20th
-----+6
-----Death Mark
CLASS FEATURES
As an Assassin, you gain the follow class features.
HIT POINTS
Hit Dice: 1d10 per Assassin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Assassin level after 1st
PROFICIENCIES
Armor: Light armor
Weapons:Simple weapons, martial weapons
Tools:Disguise kit
Saving Throws:Strength, Intelligence
Skills:Choose two skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) long sword or (b) a rapier
(a) light crossbow and quiver with 20 bolts or (b) three daggers
(a) burglar's pack or (b) an entertainer's pack or (c) an explorer's pack
(a) Studded leather armor, a short sword, and a disguise kit
ASSASSIN’S MARK
You are a true master of death, able to identify a foe’s weak points and exploit them. As a bonus action, you may mark a single creature within 30 feet of you that you can see. When attacking a marked creature, you have the following benefits:
- You have advantage on Disarm, Grapple, Hide, Shove, and Tumble checks
- When you make a weapon attack, you gain a bonus to the damage roll equal to your proficiency bonus
- You are not subject to opportunity attacks from the marked target
- The marked target has disadvantage on any concentration checks due to damage you inflict
This effect lasts until the target has been killed, rendered unconscious, or you use a bonus action to mark a new target. You may only have a single marked target at any one time.
You may use this feature a number of times equal to 2 + your Intelligence modifier (minimum of two). You regain any expended uses when you complete a long rest.
A marked target reduced to 0 hit points suffers from disadvantage on death saving throws.
REFLEXIVE INSIGHT
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.
DEADLY ASSAILANT
Your training gives you a masterful degree of control with heavier weapons. At 2nd level, though more comfortable with finesse weapons, you are skilled with the use of the heavier and deadlier weaponry of the warrior. You treat any weapon with the versatile property as if it also had the finesse property as long as you are wielding the weapon with both hands.
In addition, you are particularly deadly when your foes are unaware or unprepared. You have advantage on attack rolls against any creature that is surprised, hasn’t taken a turn in combat yet, or that you are hidden from.
UNCANNY INTUITION
Beginning at 2nd level, you are able to innately predict the attacks and actions of your foes, seemingly benefitting from a sixth sense (and maybe a seventh and an eighth) that keeps you guarded in dangerous situations. Any time you do not have an ally within 10 feet, you may take the Dodge action as a bonus action on your turn.
You may use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you complete a short or long rest.
GUILD AFFILIATION
At 3rd level, you join an Assassin’s guild, a collection of like-minded practitioners that help you advance your knowledge and skill. You may select one of the options listed in the Guild Affiliation section.
GUILD SECRET
Beginning at 3rd level, your guild passes on one of the secrets of their trade; a special feature or ability that augments your already formidable abilities. You gain additional guild secrets at 6th level, 9th level, 13th level, and again at 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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
AMBUSCADE
Assassins are trained to strike first and strike hard. At 7th level, when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use choose to use your Assassin's Mark feature, take the Dash, Dodge, or Hide actions, or use an action to apply a poison to your weapon.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
TRAINED SENSES
Starting at 8th level, due to your training in darkness and shadows, you do not suffer disadvantage on perception checks while in areas of dim light and, while in areas of darkness, you have blindsight to a range of 10 feet.
ANATOMICAL STRIKE
By 10th level, you have developed a studied knowledge of anatomy and physiology. You gain proficiency with the Wisdom (Medicine) skill and may add one half your Intelligence modifier to any checks.
Your insights into anatomy allow you to strike at your opponent’s vital areas; you add your Intelligence modifier to your weapon damage in addition to any Strength or Dexterity modifiers. Anytime you score a critical hit, you regain one expended use of Assassin’s Mark. You cannot exceed your maximum number of uses in this manner.
INFILTRATOR
At 11th level, you gain the ability to unerringly mimic another person’s appearance, speech, writing, and behavior. You must spend an hour studying these four components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
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.
UNREADABLE
Beginning at 14th level, you are immune to any effect that would sense your emotions or read your thoughts without your permission.
LETHAL ATTACK
Starting at 16th level, you become a master of deadly and precise strikes. When you successfully hit a foe with a weapon attack while you have advantage on the attack roll, you can use a bonus action to attempt to drive your weapon towards a vital area. Your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you double the damage of your attack against the creature and it gains the *poisoned* condition until the end of its next turn.
You may use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain any expended use upon completion of a short or long rest.
PRESCIENT EVASION
Beginning at 18th level, your sense of danger and innate understanding of your foes is so advanced you can completely evade attacks where you are the direct target. Once per short rest as a reaction, you can turn one successful attack against you into a miss. You do not have to be aware of this attack.
DEATH MARK
At 20th level, you are exceptionally deadly against foes you have marked for death. When you make an attack against a target you have marked with the Assassin's Mark feature, your attacks deal double the normal damage and a roll of 19 or 20 results in a critical hit. In addition, your attacks ignore any damage resistances a marked opponent may have and treat immunities as resistance.
Finally, you have learned how to leave a lingering poison or sliver lodged in a vital organ within your victims. Upon being returned from death (such as through a raise dead or resurrection spell), any creature that was killed while marked must make a Constitution saving throw (DC 15) or die again after 1 minute. On a successful save, the target immediately suffers 10d6 necrotic damage.
POISON CRAFTER
At 3rd level, you gain proficiency with the poisoner’s kit and can apply an injury poison to your weapon as a bonus action. You must have a poison on your person in order to use this feature.
You also have advantage on any Dexterity (Sleight of Hand) checks made to move or manipulate poisons as long as the item or container is no larger than your palm.
POISON ARTISAN
At 6th level, you add your proficiency bonus to the DC of any poison you use.
ALTERED METABOLISM
To you, poison is also a bringer of life and tastes like a sweet wine. At 9th level, you may consume poisons as though they were potions, healing you for points of damage equal to the damage normally dealt by the poison. For example, consuming a basic poison heals 1d4 hit points.
In addition, due to extended exposure to poisons, you have advantage on all saving throws to resist the effects of poisons.
CONCENTRATION EXPERTISE
Your knowledge of poisons allows you to modify even the most basic of poisons to be even more lethal. At 13th level, any time you successfully use a poison that inflicts damage, you add your Intelligence modifier to the rolled damage.
Additionally, if you have a poisoner’s kit, you can spend an 1 hour modifying a poison, changing the poison’s application type to a different application type of your choice. You must spend material costs in an amount of gold equal to 50% of the poison cost to make this alteration and succeed on a DC 15 poisoner’s kit (Intelligence) check. Failure results in loss of the material costs but the base poison is not destroyed.
PERSISTENT VENOM
By 17th level, your weapons are perpetually saturated with the remnants of one type of poison or another. As long as you are the wielder of the weapon, every attack where you do not apply another poison is treated as if a basic poison was applied.
In addition, any weapon that you apply a poison to is also treated as magical for purposes of overcoming damage resistance and immunity for as long as the poison lasts.
SAGACIOUS REVELATION
At 3rd level, you may use your Wisdom modifier or Intelligence modifier with the Reflexive Insight feature, whichever is higher.
In addition, you use your Wisdom modifier for the extra damage portion of Anatomical Strike and the number of uses for Lethal Attack.
UNERRING DIRECTION
At 6th level, you gain the Wisdom (Survival) skill and have advantage on tracking. If you are tracking a creature that is fleeing judgment or that you have an Assassin’s Mark applied to, you apply double your proficiency bonus to tracking checks.
TRUTH SPEAKER
At 9th level, you are able to determine truth from lie. This ability functions as per the spell *zone of truth* using your Wisdom ability as the casting ability and Assassin level as the caster level. You may use this ability once per short rest.
JUSTIFIED PURPOSE
At 13th level, you are single-minded in your pursuit of justice. You have advantage on Wisdom (Insight) checks as well as saving throws to avoid the effects of mind-affecting enchantments or illusions.
FOCUSED JUDGMENT
At 17th level, you may pronounce judgment upon a single target as part of your Assassin’s Mark. The effects of the judgment are in addition to those of the Assassin’s Mark feature.
- You have resistance to all damage inflicted on you by the target
- Your attacks are considered magical for the purpose of overcoming damage resistance and immunity to non-magical attacks
- As part of your attack action, you may spend one of your available Hit Die to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8.
While the judgement is in effect, any attacks you attempt on targets other than the marked target are at a disadvantage and any saving throws to resist a spell or ability you use on a target other than the marked target are made with advantage.
You may use this feature once before requiring a long rest.
SHADOW DENIZEN
At 3rd level, you have spent much time dwelling in the darkness and shadows. You are gifted with the ability to see in the dark and gain darkvision to 30 feet. If you already have darkvision (such as through a racial ability or feat), the range of your darkvision is extended by 30 feet.
In addition, in areas of darkness or dim light, special vision such as darkvision does not work to detect your presence. A creature with darkvision must make normal checks to perceive you, or attack you.
DARK DOORWAYS
Beginning at 6th level, you can see the hidden doorways and paths into the realm of shadow. You can teleport up to 30 feet to an unoccupied space within dim light that you can see as a bonus action. This movement is treated as an alternate form of movement and any distance travelled counts toward your total allowed movement.
In areas of bright light, the space immediately behind a creature is considered dim light (the shadow of the creature).
CLOAK OF NIGHT
At 9th level, you are able to manifest a shadowy mantle, a piece of darkness torn from the plane of shadow. In areas of dim light or darkness, you have advantage on all Dexterity (Stealth) checks and can make Dexterity (Stealth) checks to hide even if there is no nearby cover.
During combat, as a reaction, you can use the Cloak of Night as a defensive tool. In areas of dim light, you gain cold resistance and gain the benefit of half cover. When used in this manner, the Cloak of Night lasts for a number of minutes equal to your proficiency bonus. Upon expiration, you lose all benefits of the Cloak of Night feature until you have completed a long rest.
SHADOWED EDGE
At 13th level, you call upon the powers of shadow to aid in your battles, creating a nimbus of shadow and cold to enshroud you weapon. You use a bonus action to imbue your weapon with shadows. The weapon’s damage type changes to cold, it inflicts an additional 1d6 cold damage, and any sources of non-magical bright light in a 30 foot radius are reduced to dim light.
If you use Shadowed Edge in an area of magic light or a source of magic light is introduced in an area affected by this feature, you may immediately end the benefit, causing any magical light to be dispelled.
Shadowed Edge lasts for a number of rounds equal to your proficiency bonus. You may use this feature a number of times equal to your Intelligence modifier (minimum of one) before needing a short rest.
NIGHT MASK
At 17th, you become one with the night, making your form shadowy and insubstantial. You gain the following benefits:
- Your base movement speed increases by 10 feet
- You have advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks and double your running and standing jump distance
- You gain immunity to cold damage
- You gain resistance to bludgeoning, piercing, and slashing damage
- You cannot benefit from healing magic
- Any creature you kill during this time forms into a lesser shadow under your control. The lesser shadow remains in existence for 2 rounds and follows your commands until it is killed or is exposed to bright light.
Night Mask lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a creature since your last turn. You can also end Night Mask on your turn as a bonus action.
You must finish a long rest before you can use this feature again.
COMPANION COMBAT STYLE
At 3rd level, you learn a combat style selected from the following list:
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
SKIRMISHER
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
PROTECTION
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.
RESOLUTE ADVANCE
At 6th level, as long as your ending location is within 5 feet of an ally, you can use Dash as a bonus action and any opponents that attack you with an opportunity attack during the Resolute Advance do so at disadvantage.
MASTERFUL ALLY
At 9th level, you have extensive training on aiding others in combat situations. You are always considered to have Help as a readied action. This is in addition to any other readied action you may have though you are still limited to using a single readied action during any given round.
PRECEPTOR
At 13th level you are expert at imparting your tactical knowledge to your allies. As a bonus action, you can apply one feat you know to a number of allies equal to your Intelligence modifier (minimum of 1) within a 10 foot radius. Any allies gaining the feat have access to the feat’s features, with the exception of ability score increases, until the end of their next turn.
You may use this ability once per long rest.
SHARED DEFENSE
At 17th level, you gain the ability to interpose yourself between an ally and immediate danger. A number of times equal to your Intelligence modifier (minimum of one), you can use your reaction to move up to 15 feet to an ally that is the subject of an attack by a hostile creature, adding your proficiency bonus to your ally’s AC for that attack.
STRANGLER
At 3rd level, you have advantage on any Strength check to grapple an opponent of your size or smaller.
While you have a creature under the control of your grapple, you can use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and roll a d4 for unarmed damage against the grappled creature. Furthermore, you can make one additional attack with an unarmed strike or weapon with the light property as a bonus action against any opponent maintained in your grapple.
The damage from your unarmed strikes increase to d6 at 11th level, and d8 at 17th level.
EFFORTLESS ABDUCTION
At 6th level, you increase your base movement by 10 feet and when attempting to move an opponent you have successfully grappled, you speed is not reduced.
IRON GRIP
At 9th level, you gain proficiency with the strangler’s cord and treat any Strength checks that involve hand strength or grip as if your Strength was increased by an amount equal to your proficiency bonus (maximum of 24). In addition, any attempts to disarm (DMG, p. 271) you are at a disadvantage
PRESSURE POINTS
At 13th level, your hands become deadly weapons even when not wrapped around an opponent’s throat. You can make unarmed strikes at any time, not just when an opponent is grappled. Your unarmed strikes all use the base damage from the Strangler feature.
As an action, you can perform a pressure point attack against an opponent’s never centers. To do this, you make one unarmed melee attack against a selected target. On a successful hit, you do not inflict any damage but your opponent must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength bonus). On a failed save, you can select one of the following effects:
- The target spasms with sudden pain, dropping a random object held in its hands.
- The target is deafened and blinded until the end of its next turn
- The target momentarily loses control of its motor functions and moves 5 feet in a direction of your choice; this movement provokes opportunity attacks
___
Creatures without functioning nervous systems are immune.
PARALYZING TOUCH
At 17th level, your unarmed strikes are blurs and your fingers are hard as steel. Your unarmed attacks inflict your choice of bludgeoning or piercing damage and, any time you have advantage on an attack roll when making an unarmed attack, you can choose to instead make two attacks without advantage.
Additionally, when you hit another creature with an unarmed attack, you can strike at its nerve center. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. You may perform this attack once per long rest.
STRANGLER’S CORD
martial melee weapon
Cost: 50 gp
Damage: N/A
Weight: 1 lb
Properties: special, two-handed
Typically made from black or red silk or fine wire, the “cord” is usually one to two feet in length and anchored at both ends with grips or handles. Some strangler’s cords are constructed in a manner similar to a noose to allow for greater freedom of the wielder’s off-hand.
While using a strangler’s cord, any unarmed attacks you make against an opponent that you have grappled are counted as slashing damage, do an extra die of damage, and score a critical hit on a roll of 19 or 20. Effective use of a strangler’s cord requires two hands and is an exception to the rule requiring one free hand to initiate a grapple. Creatures grappled with a strangler’s cord are unable to speak or use spells or features that have a verbal component.
Proficiency with this weapon can only be gained through this class feature, the training downtime activity (with a proficient instructor), or the Weapon Master feat. If you do not have proficiency with the strangler’s cord tool, you do not gain the benefit of the extra damage die and make all unarmed attacks at disadvantage while wielding it.
A strangler’s cord is considered a slashing weapon for interaction with injury poisons.
CALM DETACHMENT
At 3rd level, you have advantage on saves versus any effect that causes the *frightened* or *charmed* condition.
VISAGE STEALER
Starting at 6th level, when you kill or render a foe of the same race as yourself unconscious, as a bonus action you can assume the appearance of that target as if using the *disguise self* spell. You keep the stolen face until you take a new face from another victim, you dismiss it as a bonus action, or 24 hours pass. The save DC to see through this disguise with an Intelligence (Investigation) attempt is equal to 8 + your proficiency bonus + your Intelligence modifier.
You may use this ability a number of times equal to your proficiency bonus before having to take a long rest to renew the ability.
At 15th level, Visage Stealer works on any humanoid creature and acts as the change appearance option of the *alter self* spell, with the exception of duration. This effect is considered magical and requires concentration to maintain.
FEIGNED REVERENCE
Upon reaching 9th level, due to exposure to the Faceless religion, you gain the Intelligence (Religion) skill and you have advantage on any checks to imitate religions figures, either through use of a disguise kit or a skill such as Charisma (Deception) or Charisma (Performance).
In addition, your exposure to the Faceless gives you a certain degree of protection from the machinations of deities. Once per short rest as a reaction, you can declare advantage on any saving throw against a spell or feature of divine origin such as a spell cast by a Cleric. If the effect does not normally allow a saving throw, you gain a saving throw to resist the effect.
UNSEEING GIFT
The Faceless god can take sight as well as memory. At 13th level, when fighting an opponent you have marked with your Assassin's Mark feature, you may attempt to steal the vision of your target. By using a bonus action upon a successful attack, a marked target must make a Constitution saving throw. On a failed saving throw, the target gains the *blinded* condition until the end of its next turn.
You may use Unseeing a number of times equal to your Intelligence modifier (minimum of one) before needing a short or long rest.
FACELESS PRIEST
Starting at 17th level, you are considered a priest of the Faceless and gain the Channel Divinity features of either the Knowledge or Trickery Cleric domains, your choice.
When you use your Channel Divinity, you choose which effect to create. You can use your Channel Divinity once and regain the expended use when you finish a short or long rest.
Some Channel Divinity effects may require a saving throws, which is equal to DC 8 + your proficiency bonus + your Intelligence modifier.
The included Guilds are mainly complete and have been revised to all share the same design framework. Hopefully each is true to its theme. I've still worries about balance... it's almost as hard to balance the archetypes against one another as it is to build the base class.
In addition, I'm working on adding three more guilds: One to fill a niche I think is missing (martial/weapon based) and two to indulge a couple of creative exercises (complete rework of the Arbiter's Guild and the Sparrows, a small race themed guild).
Homebrewery Link: Assassin, Book of Knives (http://homebrewery.naturalcrit.com/share/rkwnXyxmg)
The art and fluff are still WIP.
Please don't be shy about voicing an opinion, even if it's only on a single feature. It would be a great relief to finally wrap this one up and move on to polishing the Gallant, Vagabond, Skinchanger, or (spell less) Bard. :smallsmile:
Version 6.0 now available (thanks MrStabby for your insights!). Please ignore the text wall version of the class and follow the link.
Homebrewery Link: Assassin, Book of Knives (http://homebrewery.naturalcrit.com/share/rkwnXyxmg)
Lots of changes, so many that I didn't even try to capture on the version history. Not a complete overhaul, but definitely a major revision. The Homebrewery link includes the "Poison Lite" rules I was too lazy to type initially that help support a slightly expanded use of poisons.
Concerns that I have at the moment:
Opted to go with proficiency with the 3 "weak" saves... we'll see how it goes
I've only included the Guilds that are complete though I still feel the power curve is a notch too high
Please let me know what you think. I'll be adding the remaining (updated) Guilds in the next few days.
EDIT: If you're not familiar with the Homebrewery, it is optimized for Chrome (other browsers work but can go "sideways" occasionally). If you're having issues even with Chrome (e.g. some of the text is pushed off the screen), try adjusting your browser's zoom setting.
Everything below is now out of date.
I've been working on this Assassin class for a while now (part of the triumvirate of "stealth" classes for my custom campaign: Assassin, Rogue, and Vagabond). It has gone through some limited playtesting, more than a few nights of beer drin....err....group discussions, and a few rounds of asking for review on Reddit (where I seem to be able to get a lot of downvotes but very little feedback). I've yet to hit a state where I feel it's final enough to add in all the fluff text and artwork, though I think (fingers crossed) it's close.
Originally, the class chassis was loosely based on the Rogue, but (oddly) ended up resembling the Barbarian more. Currently, I've worries about how the Assassin will be able to sustain damage and perform defensively (d10 Hit Die and the Uncanny Intuition feature are both fairly recent). The saves are also problematic as, thematically, STR and INT make the most sense (to me) but they're both weak saves. I could arbitrarily just swap STR for DEX or CON but I didn't want to force this class down the DEX path (as of right now, it play surprisingly well as either a STR or DEX focused build as long as INT is not neglected).
Please let me know what you think. Thanks!
Homebrewery Link: homebrewery.naturalcrit.com/share/rkwnXyxmg
Ugh! Not allowed to link yet. Well, most of my work is on Homebrewery. Until such time as I meet the post requirements, I'll work with the forums preset formatting (so please excuse anything that doesn't look just right... first timer here). In the interest of saving my fingers, I'm not going to include the section on new poisons, some of the "asides", the version history, and credits at this time.
-----Level
-----Proficiency Bonus
-----Feature
-----1st
-----+2
-----Assassin’s Mark, Reflexive Insight
-----2nd
-----+2
-----Deadly Assailant, Uncanny Intuition
-----3rd
-----+2
-----Guild Affiliation, Guild Secret
-----4th
-----+2
-----Ability Score Improvement
-----5th
-----+3
-----Extra Attack
-----6th
-----+3
-----Guild Secret
-----7th
-----+3
-----Ambuscade, Trained Senses
-----8th
-----+3
-----Ability Score Improvement
-----9th
-----+4
-----Guild Secret
-----10th
-----+4
-----Anatomical Strike
-----11th
-----+4
-----Infiltrator
-----12th
-----+4
-----Ability Score Improvement
-----13th
-----+5
-----Guild Secret
-----14th
-----+5
-----Unreadable
-----15th
-----+5
-----Lethal Attacks
-----16th
-----+5
-----Ability Score Improvement
-----17th
-----+6
-----Guild Secret
-----18th
-----+6
-----Prescient Evasion
-----19th
-----+6
-----Ability Score Improvement
-----20th
-----+6
-----Death Mark
CLASS FEATURES
As an Assassin, you gain the follow class features.
HIT POINTS
Hit Dice: 1d10 per Assassin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Assassin level after 1st
PROFICIENCIES
Armor: Light armor
Weapons:Simple weapons, martial weapons
Tools:Disguise kit
Saving Throws:Strength, Intelligence
Skills:Choose two skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) long sword or (b) a rapier
(a) light crossbow and quiver with 20 bolts or (b) three daggers
(a) burglar's pack or (b) an entertainer's pack or (c) an explorer's pack
(a) Studded leather armor, a short sword, and a disguise kit
ASSASSIN’S MARK
You are a true master of death, able to identify a foe’s weak points and exploit them. As a bonus action, you may mark a single creature within 30 feet of you that you can see. When attacking a marked creature, you have the following benefits:
- You have advantage on Disarm, Grapple, Hide, Shove, and Tumble checks
- When you make a weapon attack, you gain a bonus to the damage roll equal to your proficiency bonus
- You are not subject to opportunity attacks from the marked target
- The marked target has disadvantage on any concentration checks due to damage you inflict
This effect lasts until the target has been killed, rendered unconscious, or you use a bonus action to mark a new target. You may only have a single marked target at any one time.
You may use this feature a number of times equal to 2 + your Intelligence modifier (minimum of two). You regain any expended uses when you complete a long rest.
A marked target reduced to 0 hit points suffers from disadvantage on death saving throws.
REFLEXIVE INSIGHT
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.
DEADLY ASSAILANT
Your training gives you a masterful degree of control with heavier weapons. At 2nd level, though more comfortable with finesse weapons, you are skilled with the use of the heavier and deadlier weaponry of the warrior. You treat any weapon with the versatile property as if it also had the finesse property as long as you are wielding the weapon with both hands.
In addition, you are particularly deadly when your foes are unaware or unprepared. You have advantage on attack rolls against any creature that is surprised, hasn’t taken a turn in combat yet, or that you are hidden from.
UNCANNY INTUITION
Beginning at 2nd level, you are able to innately predict the attacks and actions of your foes, seemingly benefitting from a sixth sense (and maybe a seventh and an eighth) that keeps you guarded in dangerous situations. Any time you do not have an ally within 10 feet, you may take the Dodge action as a bonus action on your turn.
You may use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you complete a short or long rest.
GUILD AFFILIATION
At 3rd level, you join an Assassin’s guild, a collection of like-minded practitioners that help you advance your knowledge and skill. You may select one of the options listed in the Guild Affiliation section.
GUILD SECRET
Beginning at 3rd level, your guild passes on one of the secrets of their trade; a special feature or ability that augments your already formidable abilities. You gain additional guild secrets at 6th level, 9th level, 13th level, and again at 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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
AMBUSCADE
Assassins are trained to strike first and strike hard. At 7th level, when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use choose to use your Assassin's Mark feature, take the Dash, Dodge, or Hide actions, or use an action to apply a poison to your weapon.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
TRAINED SENSES
Starting at 8th level, due to your training in darkness and shadows, you do not suffer disadvantage on perception checks while in areas of dim light and, while in areas of darkness, you have blindsight to a range of 10 feet.
ANATOMICAL STRIKE
By 10th level, you have developed a studied knowledge of anatomy and physiology. You gain proficiency with the Wisdom (Medicine) skill and may add one half your Intelligence modifier to any checks.
Your insights into anatomy allow you to strike at your opponent’s vital areas; you add your Intelligence modifier to your weapon damage in addition to any Strength or Dexterity modifiers. Anytime you score a critical hit, you regain one expended use of Assassin’s Mark. You cannot exceed your maximum number of uses in this manner.
INFILTRATOR
At 11th level, you gain the ability to unerringly mimic another person’s appearance, speech, writing, and behavior. You must spend an hour studying these four components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
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.
UNREADABLE
Beginning at 14th level, you are immune to any effect that would sense your emotions or read your thoughts without your permission.
LETHAL ATTACK
Starting at 16th level, you become a master of deadly and precise strikes. When you successfully hit a foe with a weapon attack while you have advantage on the attack roll, you can use a bonus action to attempt to drive your weapon towards a vital area. Your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you double the damage of your attack against the creature and it gains the *poisoned* condition until the end of its next turn.
You may use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain any expended use upon completion of a short or long rest.
PRESCIENT EVASION
Beginning at 18th level, your sense of danger and innate understanding of your foes is so advanced you can completely evade attacks where you are the direct target. Once per short rest as a reaction, you can turn one successful attack against you into a miss. You do not have to be aware of this attack.
DEATH MARK
At 20th level, you are exceptionally deadly against foes you have marked for death. When you make an attack against a target you have marked with the Assassin's Mark feature, your attacks deal double the normal damage and a roll of 19 or 20 results in a critical hit. In addition, your attacks ignore any damage resistances a marked opponent may have and treat immunities as resistance.
Finally, you have learned how to leave a lingering poison or sliver lodged in a vital organ within your victims. Upon being returned from death (such as through a raise dead or resurrection spell), any creature that was killed while marked must make a Constitution saving throw (DC 15) or die again after 1 minute. On a successful save, the target immediately suffers 10d6 necrotic damage.
POISON CRAFTER
At 3rd level, you gain proficiency with the poisoner’s kit and can apply an injury poison to your weapon as a bonus action. You must have a poison on your person in order to use this feature.
You also have advantage on any Dexterity (Sleight of Hand) checks made to move or manipulate poisons as long as the item or container is no larger than your palm.
POISON ARTISAN
At 6th level, you add your proficiency bonus to the DC of any poison you use.
ALTERED METABOLISM
To you, poison is also a bringer of life and tastes like a sweet wine. At 9th level, you may consume poisons as though they were potions, healing you for points of damage equal to the damage normally dealt by the poison. For example, consuming a basic poison heals 1d4 hit points.
In addition, due to extended exposure to poisons, you have advantage on all saving throws to resist the effects of poisons.
CONCENTRATION EXPERTISE
Your knowledge of poisons allows you to modify even the most basic of poisons to be even more lethal. At 13th level, any time you successfully use a poison that inflicts damage, you add your Intelligence modifier to the rolled damage.
Additionally, if you have a poisoner’s kit, you can spend an 1 hour modifying a poison, changing the poison’s application type to a different application type of your choice. You must spend material costs in an amount of gold equal to 50% of the poison cost to make this alteration and succeed on a DC 15 poisoner’s kit (Intelligence) check. Failure results in loss of the material costs but the base poison is not destroyed.
PERSISTENT VENOM
By 17th level, your weapons are perpetually saturated with the remnants of one type of poison or another. As long as you are the wielder of the weapon, every attack where you do not apply another poison is treated as if a basic poison was applied.
In addition, any weapon that you apply a poison to is also treated as magical for purposes of overcoming damage resistance and immunity for as long as the poison lasts.
SAGACIOUS REVELATION
At 3rd level, you may use your Wisdom modifier or Intelligence modifier with the Reflexive Insight feature, whichever is higher.
In addition, you use your Wisdom modifier for the extra damage portion of Anatomical Strike and the number of uses for Lethal Attack.
UNERRING DIRECTION
At 6th level, you gain the Wisdom (Survival) skill and have advantage on tracking. If you are tracking a creature that is fleeing judgment or that you have an Assassin’s Mark applied to, you apply double your proficiency bonus to tracking checks.
TRUTH SPEAKER
At 9th level, you are able to determine truth from lie. This ability functions as per the spell *zone of truth* using your Wisdom ability as the casting ability and Assassin level as the caster level. You may use this ability once per short rest.
JUSTIFIED PURPOSE
At 13th level, you are single-minded in your pursuit of justice. You have advantage on Wisdom (Insight) checks as well as saving throws to avoid the effects of mind-affecting enchantments or illusions.
FOCUSED JUDGMENT
At 17th level, you may pronounce judgment upon a single target as part of your Assassin’s Mark. The effects of the judgment are in addition to those of the Assassin’s Mark feature.
- You have resistance to all damage inflicted on you by the target
- Your attacks are considered magical for the purpose of overcoming damage resistance and immunity to non-magical attacks
- As part of your attack action, you may spend one of your available Hit Die to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8.
While the judgement is in effect, any attacks you attempt on targets other than the marked target are at a disadvantage and any saving throws to resist a spell or ability you use on a target other than the marked target are made with advantage.
You may use this feature once before requiring a long rest.
SHADOW DENIZEN
At 3rd level, you have spent much time dwelling in the darkness and shadows. You are gifted with the ability to see in the dark and gain darkvision to 30 feet. If you already have darkvision (such as through a racial ability or feat), the range of your darkvision is extended by 30 feet.
In addition, in areas of darkness or dim light, special vision such as darkvision does not work to detect your presence. A creature with darkvision must make normal checks to perceive you, or attack you.
DARK DOORWAYS
Beginning at 6th level, you can see the hidden doorways and paths into the realm of shadow. You can teleport up to 30 feet to an unoccupied space within dim light that you can see as a bonus action. This movement is treated as an alternate form of movement and any distance travelled counts toward your total allowed movement.
In areas of bright light, the space immediately behind a creature is considered dim light (the shadow of the creature).
CLOAK OF NIGHT
At 9th level, you are able to manifest a shadowy mantle, a piece of darkness torn from the plane of shadow. In areas of dim light or darkness, you have advantage on all Dexterity (Stealth) checks and can make Dexterity (Stealth) checks to hide even if there is no nearby cover.
During combat, as a reaction, you can use the Cloak of Night as a defensive tool. In areas of dim light, you gain cold resistance and gain the benefit of half cover. When used in this manner, the Cloak of Night lasts for a number of minutes equal to your proficiency bonus. Upon expiration, you lose all benefits of the Cloak of Night feature until you have completed a long rest.
SHADOWED EDGE
At 13th level, you call upon the powers of shadow to aid in your battles, creating a nimbus of shadow and cold to enshroud you weapon. You use a bonus action to imbue your weapon with shadows. The weapon’s damage type changes to cold, it inflicts an additional 1d6 cold damage, and any sources of non-magical bright light in a 30 foot radius are reduced to dim light.
If you use Shadowed Edge in an area of magic light or a source of magic light is introduced in an area affected by this feature, you may immediately end the benefit, causing any magical light to be dispelled.
Shadowed Edge lasts for a number of rounds equal to your proficiency bonus. You may use this feature a number of times equal to your Intelligence modifier (minimum of one) before needing a short rest.
NIGHT MASK
At 17th, you become one with the night, making your form shadowy and insubstantial. You gain the following benefits:
- Your base movement speed increases by 10 feet
- You have advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks and double your running and standing jump distance
- You gain immunity to cold damage
- You gain resistance to bludgeoning, piercing, and slashing damage
- You cannot benefit from healing magic
- Any creature you kill during this time forms into a lesser shadow under your control. The lesser shadow remains in existence for 2 rounds and follows your commands until it is killed or is exposed to bright light.
Night Mask lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a creature since your last turn. You can also end Night Mask on your turn as a bonus action.
You must finish a long rest before you can use this feature again.
COMPANION COMBAT STYLE
At 3rd level, you learn a combat style selected from the following list:
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
SKIRMISHER
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
PROTECTION
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.
RESOLUTE ADVANCE
At 6th level, as long as your ending location is within 5 feet of an ally, you can use Dash as a bonus action and any opponents that attack you with an opportunity attack during the Resolute Advance do so at disadvantage.
MASTERFUL ALLY
At 9th level, you have extensive training on aiding others in combat situations. You are always considered to have Help as a readied action. This is in addition to any other readied action you may have though you are still limited to using a single readied action during any given round.
PRECEPTOR
At 13th level you are expert at imparting your tactical knowledge to your allies. As a bonus action, you can apply one feat you know to a number of allies equal to your Intelligence modifier (minimum of 1) within a 10 foot radius. Any allies gaining the feat have access to the feat’s features, with the exception of ability score increases, until the end of their next turn.
You may use this ability once per long rest.
SHARED DEFENSE
At 17th level, you gain the ability to interpose yourself between an ally and immediate danger. A number of times equal to your Intelligence modifier (minimum of one), you can use your reaction to move up to 15 feet to an ally that is the subject of an attack by a hostile creature, adding your proficiency bonus to your ally’s AC for that attack.
STRANGLER
At 3rd level, you have advantage on any Strength check to grapple an opponent of your size or smaller.
While you have a creature under the control of your grapple, you can use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and roll a d4 for unarmed damage against the grappled creature. Furthermore, you can make one additional attack with an unarmed strike or weapon with the light property as a bonus action against any opponent maintained in your grapple.
The damage from your unarmed strikes increase to d6 at 11th level, and d8 at 17th level.
EFFORTLESS ABDUCTION
At 6th level, you increase your base movement by 10 feet and when attempting to move an opponent you have successfully grappled, you speed is not reduced.
IRON GRIP
At 9th level, you gain proficiency with the strangler’s cord and treat any Strength checks that involve hand strength or grip as if your Strength was increased by an amount equal to your proficiency bonus (maximum of 24). In addition, any attempts to disarm (DMG, p. 271) you are at a disadvantage
PRESSURE POINTS
At 13th level, your hands become deadly weapons even when not wrapped around an opponent’s throat. You can make unarmed strikes at any time, not just when an opponent is grappled. Your unarmed strikes all use the base damage from the Strangler feature.
As an action, you can perform a pressure point attack against an opponent’s never centers. To do this, you make one unarmed melee attack against a selected target. On a successful hit, you do not inflict any damage but your opponent must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength bonus). On a failed save, you can select one of the following effects:
- The target spasms with sudden pain, dropping a random object held in its hands.
- The target is deafened and blinded until the end of its next turn
- The target momentarily loses control of its motor functions and moves 5 feet in a direction of your choice; this movement provokes opportunity attacks
___
Creatures without functioning nervous systems are immune.
PARALYZING TOUCH
At 17th level, your unarmed strikes are blurs and your fingers are hard as steel. Your unarmed attacks inflict your choice of bludgeoning or piercing damage and, any time you have advantage on an attack roll when making an unarmed attack, you can choose to instead make two attacks without advantage.
Additionally, when you hit another creature with an unarmed attack, you can strike at its nerve center. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. You may perform this attack once per long rest.
STRANGLER’S CORD
martial melee weapon
Cost: 50 gp
Damage: N/A
Weight: 1 lb
Properties: special, two-handed
Typically made from black or red silk or fine wire, the “cord” is usually one to two feet in length and anchored at both ends with grips or handles. Some strangler’s cords are constructed in a manner similar to a noose to allow for greater freedom of the wielder’s off-hand.
While using a strangler’s cord, any unarmed attacks you make against an opponent that you have grappled are counted as slashing damage, do an extra die of damage, and score a critical hit on a roll of 19 or 20. Effective use of a strangler’s cord requires two hands and is an exception to the rule requiring one free hand to initiate a grapple. Creatures grappled with a strangler’s cord are unable to speak or use spells or features that have a verbal component.
Proficiency with this weapon can only be gained through this class feature, the training downtime activity (with a proficient instructor), or the Weapon Master feat. If you do not have proficiency with the strangler’s cord tool, you do not gain the benefit of the extra damage die and make all unarmed attacks at disadvantage while wielding it.
A strangler’s cord is considered a slashing weapon for interaction with injury poisons.
CALM DETACHMENT
At 3rd level, you have advantage on saves versus any effect that causes the *frightened* or *charmed* condition.
VISAGE STEALER
Starting at 6th level, when you kill or render a foe of the same race as yourself unconscious, as a bonus action you can assume the appearance of that target as if using the *disguise self* spell. You keep the stolen face until you take a new face from another victim, you dismiss it as a bonus action, or 24 hours pass. The save DC to see through this disguise with an Intelligence (Investigation) attempt is equal to 8 + your proficiency bonus + your Intelligence modifier.
You may use this ability a number of times equal to your proficiency bonus before having to take a long rest to renew the ability.
At 15th level, Visage Stealer works on any humanoid creature and acts as the change appearance option of the *alter self* spell, with the exception of duration. This effect is considered magical and requires concentration to maintain.
FEIGNED REVERENCE
Upon reaching 9th level, due to exposure to the Faceless religion, you gain the Intelligence (Religion) skill and you have advantage on any checks to imitate religions figures, either through use of a disguise kit or a skill such as Charisma (Deception) or Charisma (Performance).
In addition, your exposure to the Faceless gives you a certain degree of protection from the machinations of deities. Once per short rest as a reaction, you can declare advantage on any saving throw against a spell or feature of divine origin such as a spell cast by a Cleric. If the effect does not normally allow a saving throw, you gain a saving throw to resist the effect.
UNSEEING GIFT
The Faceless god can take sight as well as memory. At 13th level, when fighting an opponent you have marked with your Assassin's Mark feature, you may attempt to steal the vision of your target. By using a bonus action upon a successful attack, a marked target must make a Constitution saving throw. On a failed saving throw, the target gains the *blinded* condition until the end of its next turn.
You may use Unseeing a number of times equal to your Intelligence modifier (minimum of one) before needing a short or long rest.
FACELESS PRIEST
Starting at 17th level, you are considered a priest of the Faceless and gain the Channel Divinity features of either the Knowledge or Trickery Cleric domains, your choice.
When you use your Channel Divinity, you choose which effect to create. You can use your Channel Divinity once and regain the expended use when you finish a short or long rest.
Some Channel Divinity effects may require a saving throws, which is equal to DC 8 + your proficiency bonus + your Intelligence modifier.