Assassin

Class Stat

These agile fighters pride themselves on their skills with knives and daggers to make quick work of enemies. While thought by many to be mere common criminals, some would say they play an unseen hand in maintaining order in whatever work they go into. Trained as subtle bodyguards, scouts, or just straight up assassins, there are as many people trained in this area doing good, as well as bad.

Adventurer's who delve into the art of the assassin become people of high duelling esteem, unseen striking, and even eliminating targets without them knowing.

Hit Points (HP)

Hit Dice 1d8 per level
HP at Level 1 8 + CON modifier
HP at higher levels 1d8 (or 4) + CON modifier per level

Proficiencies

Armour Light armour, bucklers
Weapons Simple weapons, cane swords, bladed fans, blowguns, hand crossbows, longswords, rapiers, shortswords
Tools Thieves' Tools
Saving Throws DEX, INT
Skills Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Assassin Table

Level Proficiency Bonus Abilities Skills Known Sneak Attack Damage
1 +2 Expertise (1), Sneak Attack, Thieves' Cant 1 1d6
2 +2 Cunning Action 2 1d6
3 +2 Blitzkrieg 3 2d6
4 +2 Ability Score Improvement 4 2d6
5 +3 Uncanny Dodge 5 3d6
6 +3 Expertise (2) 6 3d6
7 +3 - 7 4d6
8 +3 Ability Score Improvement, Opportune Backstab* 8 4d6
9 +4 - 9 5d6
10 +4 Ability Score Improvement 10 5d6
11 +4 Reliable Talent 11 6d6
12 +4 Ability Score Improvement 12 6d6
13 +5 - 13 7d6
14 +5 Slippery Mind 14 7d6
15 +5 - 15 8d6
16 +5 Ability Score Improvement 16 8d6
17 +6 - 17 9d6
18 +6 Elusive 18 9d6
19 +6 Ability Score Improvement 19 10d6
20 +6 Stroke of Luck 20 10d6

Equipment

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

Or, you could choose to start with 4d4 × 10 gp and purchase your equipment.

Class Abilities

Sneak Attack

You know how to exploit a foe's distraction or unexpectancy when you strike. 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 use a finesse or a ranged weapon.

You don't need Advantage if another enemy of the target is within 2 metres of it, that enemy isn't Incapacitated, and you don't have Disadvantage on the attack.

The amount of extra damage increases by 1d6 for every 2 levels that you gain (e.g. at Level 5, this deals 3d6 damage)

Thieves' Cant

During your training you learned Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Expertise

At Level 1, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At Level 6, choose two more skill proficiencies (in skills or with Thieves' Tools) to gain this benefit.

Cunning Action

At Level 2, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Blitzkrieg

At 3rd Level, you can build on the momentum of a successful blow to your target, creating a swifter end for your foes. If you bring a creature to 0 HP, you can choose to use this feature. For this turn, you are able to take one extra action or one extra bonus action, but this action cannot be used to cast a spell. After using this feature, you can use it again after you complete a short or long rest.

Ability Score Improvement

At Levels 4, 8, 10, 12, 16, and 19, 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 skill.

You can forgo taking this feature to take a Feat of your choice instead.

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Opportune Backstab*

From 8th Level onwards, you are able to capitalise on the distraction when your enemy is hit by your ally. You can choose to forgo spending a skill point to learn the Opportune Backstab reaction below:

Reaction Trigger: A creature within your reach is hit by a melee attack from one of your allies.

Effect: Make a melee weapon attack against the creature.

*Attack of Opportunity variant: You can only learn this feature if you are using this variant.

Reliable Talent

At Level 11, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Slippery Mind

By 14th Level, you have acquired greater mental strength. You gain proficiency in Wisdom Saving Throws.

Elusive

From 18th Level onwards, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has Advantage against you while you aren't

Incapacitated
.

Stroke of Luck

At 20th Level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an Ability Check or a Saving Throw, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or Long Rest.