Assassin (5e Class)
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Assassin's Creed 1 Assassin
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.
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
- Proficiencies
Armor: Light Armor
Weapons: none
Tools: none
Saving Throws: Dexterity and Wisdom
Skills: Choose any 3 skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- Explores pack
- 10gd
- If you are using starting wealth, you have 2d4x10gp and see PHB p. 145 for further options. in funds.
Level | Proficiency Bonus |
Assassin Rank | Gear | Features |
---|---|---|---|---|
1st | +2 | Novice | Explorer's Backpack and leather armor | Eagle Sense, Free Running, Grab n Throw, Assassin Gear |
2nd | +2 | - | - | Pickpocket, Interrogation, Eavesdrop |
3rd | +2 | Initiate | Scimitar and Hidden Blade | Step, Expertise |
4th | +2 | - | - | Ability Score Improvement, Combo Kill |
5th | +3 | Apprentice | Dagger | Counter Attack, Extra Attack |
6th | +3 | Soldier | 5 Throwing Knives | Tackle |
7th | +3 | Disciple | Climbing Gauntlets | Grab Ledge, Grab Break |
8th | +3 | - | - | Ability Score Improvement |
9th | +4 | Mercenary | +1 Scimitar | Dodge |
10th | +4 | - | - | Expertise |
11th | +4 | - | Special boots | Uncanny Balance, Extra Attack 2 |
12th | +4 | - | - | Ability Score Improvement |
13th | +5 | Warrior | 5 more Throwing Knives | Improved Counter Attack |
14th | +5 | Veteran | +2 Rapier | — |
15th | +5 | - | - | Defence Break |
16th | +5 | - | - | Ability Score Improvement |
17th | +6 | Master | +2 Dagger | — |
18th | +6 | Assassin | 5 more Throwing Knives | — |
19th | +6 | - | - | Ability Score Improvement |
20th | +6 | Mentor | +3 Rapier | Guild Leader, Extra Attack 3, Expertise |
Assassin Gear
At 1st level, you are only proficiency in light armor.
As you improve, your mentor, Creed HQ or guild will provide better gear. They will teach you how to be proficient in the weapons that you have been given. The gear and weapon proficiency is listed in the Assassin table above.
Expertise
At 3rd Level you can pick two proficiencies you already have and can double your proficiency bonus for the relevant ability checks. You can choose two more of these proficiencies at 10th and 20th level
Extra Attack
At 5th level you gain this feature. When taking the attack action, you may make another attack in that same action, You gain this feature again at 11th and 20th 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.
Novice, Level 1
You do not use weapons, only reconnaissance techniques.
- Assassin clothes
You gain white hooded clothes and leather amor
- Grab n Throw
You can attempt to grapple your opponent, if you succeed, you can immediately use your bonus action to shove them up to 10ft away.
- Free Running
You gain proficiency with the Acrobatics skill. You now use Dexterity instead of Strength for Jumping
- Eagle Sense
A special form of a Perception check. You can use this feature a number of times equal to your Wisdom modifier per long rest. Doing so enhances your field of view out to 30ft revealing potential friends, foes, civilians and targets. Using this feature at height may reveal points of interest and general layout of terrain.
Novice, Level 2
As long as you are unnoticed, you gain advantage on hearing based perception checks.
- Pickpocket
You gain proficiency with the Sleight of Hand skill
- Eavesdrop
As long as you are unnoticed, you gain advantage on hearing based perception checks.
- Interrogation
You can attempt to goad an enemy into fighting you one on one fisticuffs style. Landing 3 punches in a row gives you advantage on an Intimidation check against the same enemy to procure information from them.
Rank: Initiate, Level 3
Having learned the basics, you are now a full member of the Creed and on your way to becoming an Assassin
- Scimitar
The Creed gifts you with your primary weapon, a simple scimitar used by your fellow brethren in their time of training. You gain proficiency with a scimitar
- Hidden Blade
You are also gifted the tool that gave the creed it's reputation, the Hidden Blade. This deadly weapon allows an Assassin the ability to subtly take out an enemy. Someone trained to use this weapon knows how to disguise their true intent until the very last minute, plunging it into their designated target and escaping into a crowd. The Hidden Blade is a very precise weapon and requires years of training and experience to utilise it's full potential. You gain proficiency with a hidden blade.
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 at disadvantage 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 2d8 piercing damage and has the following properties: light, finesse and special
- Step
As part of your turn, you can use your bonus action to move 10ft towards an enemy and you must end up as close to that enemy as possible.
- Combo Kill
You can link your attacks together to deal more lethal blows. Successfully landing three or more attacks in a row, grants the third and every successful attack thereafter additional damage equal to your proficiency bonus. The Hidden Blade gains this feature but twice your proficiency bonus due to it's precision.
Rank: Apprentice, Level 5
- Dagger
Upon your next visit to a guild or your Creed Headquarters, you can visit the Mentor and he will award you your next tool, a simple dagger. You gain proficiency in dagger. You do not add your proficiency when you are throwing the dagger.
- Counter Attack
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 specialised 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 weapon you plan to use for the Counter Attack, your acrobatics check is rolled with disadvantage.
Rank: Soldier, Level 6
- Thowing Knives
The next time you visit your guild or Creed HQ, your Mentor gifts you with 5 specialised Throwing Knives. You are proficiency with knives and throwing knives. You can add your proficiency when throwing dagger or knife.
- Tackle
Sometimes the law isn't on your side when you are enacting the justice of your Creed. You have grown used to evading law enforcers. If you use the dash action, your use a special bracing technique that allows you to move through spaces occupied by enemies. You can make an acrobatics check to either slip past the gaps in the enemy defenses or an Athletics check to bull rush past and knock enemies prone. Every 10ft of space you move through enemy occupied spaces requires one of these checks and each additional check gets progressively harder. The second check you roll does not use your proficiency bonus, your third roll subtracts your proficiency bonus, your fourth subtracts twice etc.
Rank: Disciple, Level 7
- Climbing Gauntlets
The next time you visit your guild or Creed HQ, your Mentor gifts you a pair of Climbing Gauntlets. You gain proficiency in climbing gauntlets.
- Grab Ledge
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. You can do this a number of times equal to your Dexterity modifier per long rest
- Grab Break
An upgrade to your Grab skill. If another creature attempts to grapple you and you can treat it like a normal attack and if you succeed, you can use your reaction immediately after to perform a counter attack or a Grab n Throw.
Rank: Mercenary, Level 9
- Magical Scimitar
The next time you visit your guild or Creed HQ, you Mentor upgrades your Scimitar to +1 magical Scimitar.
- Dodge
Your experience in combat allows you to see the moves of your enemies before even they know they are going to make them. In a situation that grants you the use of your Counter Attack, you can forgo it to put yourself in a better position for you next attack. You must make the first attack of your next turn target this same creature for the attack to be rolled with advantage.
Rank: Mercenary, Level 11
- Specialized Boots
The next time you visit your guild or Creed HQ, your Mentor gifts you a pair of Specialised Boots
- Uncanny Balance
If you make an Acrobatics check and your roll is lower than a 9, you can treat it as a 10 as long as you have proficiency with said skill.
Rank: Warrior, Level 13
- Throwing Kives
The next time you visit your guild or Creed HQ, your Mentor gifts you 5 additional Throwing Knives
- Improved Counter Attack
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 attacks with it are no longer at disadvantage.
Rank: Veteran, Level 14
- Magical rapier
The next time you visit your guild or Creed HQ, your Mentor upgrades your rapier to a +2 Magical Rapier.
Rank: Veteran, Level 15
- Defence Break
Using your Step Feature as a bonus action to disrupt a creature's defense by taking control of their space. This simple step gets inside their guard and exploit their flat-footedness. Doing so gives you advantage on attack rolls against that creature until the beginning of your next turn.
Rank: Master, Level 17
- Magical Daggers
The next time you visit your guild or Creed HQ, your Mentor upgrades your Dagger to a +2 Magical Dagger
Rank: Assassin, Level 18
- Throwing Kives
The next time you visit your guild or Creed HQ, your Mentor gifts you 5 additional Throwing Knives
Rank: Mentor, Level 20
- Magical rapier
The next time you visit your guild or Creed HQ, your Mentor upgrades your +2 Magical Rapier to +3 Magical Rapier
- Guild Leader
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 order's and all the resources of the guild are a your disposal. You gain proficiency with any two charisma based skills
Multiclassing
Prerequisites. To qualify for multiclassing into the Assassin class, you must meet these prerequisites: 13 dexterity
Proficiencies. When you multiclass into the Assassin class, you gain the following proficiencies: 1 skill proficiency
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