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The shadiest of all the classes, Assassins see life as expendable and unimportant. Even their own life is trivial, someone will kill them sooner or later. That's life. Life is short and thus Assassins tend to get to the point quickly, literally. Some-what of a martial artist, there is something Zen about the Assassin's way, not unlike the Duelist in that they have strong inner motivation, though care nothing for honor. Assassins try to increase hatred between people in the hopes of creating more job opportunities for themselves. If you're an Assassin, don't think twice about killing someone, care little for your own life and cut to the chase!

Restrictions

Armor Restrictions
Assassins lose all abilities they gain from this class if they wear armor with an AV greater than 2.
Learning Restrictions
Assassin is learnable by both warriors and mages.

Rank 1

 Power sources: 💪Martial🗡️Assassin🤹Skill
 Duration: Always active.

You gain Climbing and Leaping.
 Duration: Always active.

You climb at half speed.
 If proficient: You instead climb at normal speed.
 Duration: Always active.

You leap horizontally at half speed and vertically at quarter speed.
 If proficient: You instead leap horizontally at normal speed and vertically at half speed.

 Feat save improvement: This ability gives proficiency in MOV feat saves.
 Execution time: 2️⃣Double action( ➡️Active )
 Duration: 1 hour.

You prepare a 5 foot by 5 foot area. While in this area, you may make a limited improved Hide action.
Limitation: You may only Hide in the location you have prepared and you do not get the attribute improvement from this ability. You also do not remain hidden if you leave this location.
Improvement: You may Hide regardless of the environment (cover, lighting, etc.) that you prepare.
 Duration: 1 minute.
 Requirements: You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.

You become hidden. As you do this, you may roll 1d20 + SNK. If this is greater than your passive sneak (10 + SNK), then you use it as your hidden DC. If not, use your passive sneak.

When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.

While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.

While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.


 If proficient: Instead roll 1d20 + SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.

 Attribute improvement: This ability sets your SNK score to a minimum of 1.
 Duration: Always active.

You gain Offensive Martial Arts and Defensive Martial Arts.
 Duration: Always active.

Your hands count as weapons for the purposes of abilities that target or are delivered by (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.

Rank 2

 Duration: Always active.

When you use Hitman, you may instead prepare an area up to 15 feet by 15 feet. In addition, you resist being surprised in towns and other urban areas. You also gain Reactive Hide.
 If proficient: The size of area you can prepare is (P + 2) × 5 feet by (P + 2) × 5 feet. If fluent: The size of area you can prepare is (F + 2) × 5 feet by (F + 2) × 5 feet.
 Trigger: You have just hit a creature with an attack that dealt them damage from it.
 Duration: Instant.
 Range: Your weapon's range.

Target takes an additional 5 damage. This has all damage types of the triggering attack. If this damage would reduce the target to 0 or fewer HP, they are killed instead. If the triggering attack was a critical hit, this deals 10 damage instead.
 Duration: Always active.

Pick a class of weapons. These weapons are AV0 for you. You may change which class of weapons you choose during a long rest. Whenever you attempt a single action weapon attack with a weapon of the chosen class, you may trigger a single action non-attack basic ability as a free reaction as well.
 If proficient: You may also trigger single action non-attack Assassin abilities as free reactions in this way.

Rank 3

For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.

Combat Abilities

 Trigger: You attack another creature.
 Duration: Instant.

You move on a distance up to your movement speed on the ground. If you have a fly speed or swim speed then you may move in the air or in water accordingly. This movement doesn't trigger reactive abilities.
 Feat save improvement: This ability gives fluency in MOV feat saves.
 Effect types: DuelModifying.
 Duration: Instant.
 Range: 30 feet.

You and the target begin dueling each other. You gain Active Bow Out while in this duel.
 Duration: Instant.

You end a duel you are currently in. You do not count as "losing" if you use Active Bow Out to stop dueling.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target is silenced.

Support Abilities

 Duration: 24 hours.

You convincingly physically disguise yourself to look like any similar species within 1 size of your own size.
Note: Any creature can attempt to Check Disguise to discover this.
 Duration: Always active.

You are an expert innkeeper. You have advantage on innkeeper checks use to locate and learn about creatures in the same town or urban area as you. It is up to the GM to determine the exact nature of the information you receive, but some examples follow.
  • The location of the creature.
  • What the creature looks like.
  • What the creature is doing.
  • Places the creature frequents.
  • Where the creature is likely to go next.
 Material cost: A vial of poison or constituent ingredients.
 Duration: 24 hours.

You spend a short rest preparing a vial of poison for your own uses. Once the vial is prepared, you may either apply it to a weapon, which can then be used for a single Poison Strike, or get it ready to put on some other item, which can in turn be applied with Poison Item. Once prepared, the poison only lasts 24 hours before it expires.
 Target: 👤Creature( Hit target's AC. )
 Duration: 24 hours.
 Range: Your weapon's range.

 End condition: Target dies. On hit: Target is poisoned. The poison deals 1d6 toxic damage. If proficient: The poison instead deals 1d8 toxic damage. If fluent: The poison instead deals 1d10 toxic damage.
 Duration: 24 hours.
 Range: Your hand's range.
 Requirements: Target is not a weapon.

Target makes a creature become poisoned. The poison deals 1d6 toxic damage. The way the item delivers this to its user depends on the nature of the item. If it's food or drink, it's when the item is consumed. The GM may approve other cases as well. The item only delivers the poison effect once.
 End condition: Target dies. If proficient: The poison instead deals 1d8 toxic damage. If fluent: The poison instead deals 1d10 toxic damage.