Assassin, Variant (5e Subclass)
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Assassin, Variant[edit]
Rogue Archetype
This assassin variant is based on the Assassin Prestige Class from the DMG 3.0 and 3.5 editions.
Assassins are trained to slay their targets with deadly precision, delivering quickly and lethal blows. They are hired to infiltrate and kill their targets for various reasons, using blade, poison and even magic to accomplish their goals.
- Analytical Eye
Starting at 3rd level, you can take the Search action as a bonus action on your turn. In addition, whenever you take the Search action, you can make an Intelligence (Investigation) check against a DC equal to the target's AC. On a success, until the end of this turn you can benefit from your Sneak Attack damage even without advantage on the attack.
- Poison Use
Starting at 3rd level, you have the ability to quickly coat your weapons in poison. You can use your Cunning Action to coat your weapons in poison using a bonus action.
In addition, you gain proficiency with the poisoner's kit. Whenever you concoct a poison, its save DC equal 8 + your proficiency bonus + your Intelligence modifier.
- Spellcasting
- When you reach 3rd level, you learn how to use spells in infiltration and assassination.
- Cantrips
- You learn two cantrips of your choice from the Assassin spell list. You learn an additional Assassin cantrip of your choice at 10th level.
- Spell Slots
- The Assassin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level Assassin caster spells of your choice. The Spells Known column of the Assassin spellcasting table shows when you learn more Assassin spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the Assassin spells he know with another spell of your choice from the Assassin spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Intelligence is your spellcasting ability for the Assassin spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Assassin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Resistance to Poison
At 9th level, you become resistant to poison damage and gain advantage on saving throws against the poisoned condition.
- Supreme Stealth
Starting at 13th level, the ability of a creature see you clearly doesn't prevent you from taking the Hide action.
- Death Attack
At 17th level, you can slain a creature with as single strike. You must succeed on your check with the Analytical Eye three consecutive turns. On the third turn, if you cause Sneak Attack damage on a creature, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is reduced to 0 hit points. On a success, the target is paralyzed and incapacitated for 1 minute. A creature paralyzed and incapacitated by this feature can make a Constitution saving throw in each of its turns to end the effect.
- Assassin Spell List
- 1st-level. disguise self, detect poison and disease, false life, feather fall, jump, fog cloud, sleep
- 2nd-level. alter self, enhance ability, darkness, invisibility, pass without trace, spider climb
- 3rd-level. clairvoyance, magic circle, nondetection
- 4th-level. dimension door, freedom of movement, greater invisibility, locate creature
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