Assassin (5e Class)

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Assassin's Creed 1 Assassin[edit]

PLEASE READ THIS DESIGN NOTE BEFORE EDITING[edit]

This homebrew is the closest literal translation of the character’s in-game abilities to DnD 5e Mechanics as I could make it. If you would like make any USEFUL changes, I would appreciate you messaging me first about it for discussion. It will feel restrictive in its functionality in the game and I would not recommend beginners use this as a build idea. Like a Spellcaster, this class utilizes a lot of combat mechanics and requires a deep understanding of its inner workings. You’ll notice the included tenets of the Creed. These make the Assassin very similar to a Paladin in terms of their sense of duty, but you can see the similarities to a Rogue. Why an Assassin over a Rogue? Look to be perfectly honest, the Rogue is better in every way, their damage output is insanely higher, and they have more utility outside of combat and have an all-round definitive morality. I just wanted to create an accurate representation of an Assassin from the first Assassins Creed game. The game was played multiple times for research purposes and there will obviously need to be testing and revision. If you approach your DM for using this in a one-shot, there shouldn’t be too many issues. But in regards to a campaign setting, it is going to require some finessing of details to make it fit story-wise. I do hope people like the way I built it. I can understand it’s a bit obscure in its translation, but I also think from a story perspective, it’s kind of cool that to gain the perks of your new ranks, you have to visit a Bureau or back to the guild HQ. The logic behind adding your proficiency bonus to damage rolls after successful chaining of attacks is that, in all instances of the Assassins Creed franchise, Assassins were vicious unstoppable killing machines to the common foot soldier. It would take a commanding officer or someone with far more skill to oppose an Assassin. And that’s just it, these guys are meant for taking down political targets, not slaying monsters. I believe I have given them substantial combat prowess should a monster appear that they are not trained to deal with. Any feedback would be welcome. Many stories about the fabled Assassins of the Third Crusade exist. Some sound believable, some don’t. Silent and deadly men that hide in plain view amongst the crowd, striking their target and then vanishing again in the blink of an eye. Only the most paranoid of targets requires some careful planning, often making things more difficult for the Assassin. These are believable. Other stories are that they were incredibly skilled fighters and could bring down entire groups of men on their own. Men drop like flies. Witnesses claim that just their touch alone was enough to bring about the death of their enemies

Masters of Stealth and Mobility[edit]

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[edit]

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[edit]

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[edit]

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.

Table: The Assassin

Level Proficiency
Bonus
Assassin Rank Gear & Proficiencies Features
1st +2 Novice Explorer's Backpack, Leather Armor and Martial Level Unarned Strikes 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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

As an entry level Novice, your role is not to partake in combat but instead gather information, avoid detection and support members of the creed with higher authority.

Assassin clothes

You gain white hooded clothes and leather amor

Passive Combatant

In an adventuring party at this level, your goal is interference (Dodge action), support on a frontline or rogue/ranged attacker (Help action), use your Grab and Throw feature or any of the other actions available to you in combat (Disarm, Disengage). Until you recieve your rank appropriate and assigned gear, your options are typically limited and so is your training. You do not have proficiency with weapons but you can still use them should you acquire them. You do not get your proficiency bonus with weapon attacks. However you do have the means of defending yourself. You were obviously picked to be in the guild becuase you of grit and potential. Your unarmed strikes deal ad4 bludgeoing damage and you can opt to use Dexterity instead of Strength for attack and damage rolls. Because you do not have permission from the guild to kill yet, your attacks are made with non lethal intention and render enemies unconscious with what would normally be a killing blow.

You still retain these benefits at higher levels but with authority comes freedom. Once you are an Initiate, self defense is no longer your only option, but the gravity and context of the situation should weigh heavily on your decision making.

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. If they are thrown the full 10ft uninterupted, they make a dex saving throw to avoid falling prone. The save DC equals 8+Proficiency+Str.

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[edit]

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 hits in a row gives you advantage on an Intimidation check against the same enemy to get them to stand and reveal any information they might know. These blows do not deal damage perse but keep track of what damage would be dealt so as to determine how intimidated your opponent may be. Yes conventionally, a bigger disparity in results of the contested Intimidation check might reveal more information but not everyone you come across is the same in terms of strength of mind or body. The would be damage dealt applies a sense of danger/serious intent upon your interrogation and will give NPCs a sense of who they are dealing with.

An opponent that is typically stronger than you might have the information you want and dealing a high amount of would be damage may convince them to reveal information out of respect as oppposed to fear. A strong willed opponent may take quite a beating and realise that worse consequences might occur if they don't give up the information then and there.

Rank: Initiate, Level 3[edit]

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 an enemy or they have the surprised condition, you may use your Hidden Blade to make an attack with advantage and on a hit, the attack critical hits. If you are using it in the middle of combat, your attacks are at disadvantage unless you are in the flanking position directly opposite a friendly creature or you are successfully hidden from the creature you are targeting. The Hidden Blade deals 2d8 piercing damage and has the following properties: light, finesse and special(cannot be dual wielded due to the intense precision needed to use it).

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.

Expertise

You can now double your proficiency bonus for 2 skills with which you are proficient.

Rank: Apprentice, Level 4[edit]

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

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. Additionally, if you reduce a target to 0 hit points, you can make an additional attack as a bonus action. The Hidden Blade also gains this feature but instead you can double your proficiency bonus in damage due to it's precise nature.

Rank: Apprentice, Level 5[edit]

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 with daggers.

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 specialized 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.

Extra Attack

You can attack twice now instead of once when taking the attack action.

Rank: Soldier, Level 6[edit]

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. A throwing knife for the sake of mechanics functions the same as the dart from the simple ranged weapons table on page 149 of the Player's Handbook.

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. Mechanically, this represents either either a loss in moment of your movement and the struggle to maintain it or the pattern recognition of your enemies stepping up each time you succeed. Like an NRL or rugby match.

Rank: Disciple, Level 7[edit]

Climbing Gauntlets

The next time you visit your guild or Creed HQ, your Mentor gifts you a pair of Climbing Gauntlets. You gain proficiency with climbing gauntlets and climbing no longer counts as difficult terrain.

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: Disciple, Level 8[edit]

Ability Score Improvement

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Rank: Mercenary, Level 9[edit]

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 gain the effects of disengaging with the opponent that just targeted you.

Rank: Mercenary, Level 10[edit]

Expertise II

You can now double your proficiency bonus for 2 additional skills with which you are proficient.

Rank: Mercenary, Level 11[edit]

Specialized Boots

The next time you visit your guild or Creed HQ, your Mentor gifts you a pair of Specialised Boots

Uncanny Balance

You have mastered the center of gravity within your own body. You can no longer be knocked prone, if you succeed a Dexterity saving throw you take no damage from spell or area of effect attacks and half damage if you fail. You also make these saves at advantage.

Extra Attack II

You can attack three times when taking the attack action.

Rank: Warrior, Level 12[edit]

Ability Score Improvement

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Rank: Warrior, Level 13[edit]

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[edit]

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[edit]

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: Veteran, Level 16[edit]

Ability Score Improvement

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Rank: Master, Level 17[edit]

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[edit]

Throwing Kives

The next time you visit your guild or Creed HQ, your Mentor gifts you 5 additional Throwing Knives

Rank: Warrior, Level 19[edit]

Ability Score Improvement

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Rank: Mentor, Level 20[edit]

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

Extra Attack III

You can attack four times when taking the attack action.

Expertise III

You can now double your proficiency bonus for 2 additional skills with which you are proficient.

Multiclassing[edit]

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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