Combat Assassin (5e Subclass)
Combat Assassin[edit]
Rogue Archetype
“ | A good assassin never knows, he only assumes. If things don't go my way I will adapt to the situation. | ” |
—Salgen, Human Assassin |
The Combat Assassin is an advanced Assassin who is capable of adapting to his situation and fight his way out of a tight situation. while they are not useful for jumping into heavy battle, they are able to defend themselves and win in a smaller conflict.
These assassins tend to adventure for very specific reasons only. They may run off in an attempt to get power once in a while, but mainly they are seeking a target. Most frequently an assassin will only leave his city if he plans to make a new life, or he has to leave to get his job done.
Depending on alignment, Combat Assassins think that they must kill in order to gain their objective. They believe that death is the final and only option. In many cases the assassin will question his actions, but will likely come back to the same conclusion, either a true or false reason as to why this person had to die. The assassin is usually very confident, but is not proud of himself. He sees himself as the only one who can do this job. They frequently compare themselves to a man on the front line, its not the favored thing, but it has to be done.
In relation to alignment, they are chaotic, and tend to kill frequently. Assassins don't always see each other as good and evil, but they distinguish by the reasons they kill. An Assassin that kills to help only himself is considered "evil", while an assassin that kills because he must to improve the community is considered "good".
- Shadow Blend
Starting at 3rd level, when you are in dim light or darkness, you can take the Hide action even when in plain sight.
- Break Defense
At 3rd level, you can use your bonus action to impose Disadvantage on the next melee weapon attack made by a creature you can see within 5 feet until the start of your next turn, or until you are no longer within 5 feet of it.
When the chosen creature makes an attack against you and misses, you have advantage on the next attack you make against that creature until the end of your next turn.
- Combat Assassin Techniques
Also at 3rd level, you learn how to use special combat techniques, by sacrificing part of your sneak attack damage. When you hit a creature with a Sneak Attack, you can reduce the damage dice in 2d6 to, instead, apply one of the following techniques below.
When a technique requires a saving throw, you calculate it as follows: DC 8 + your proficiency bonus + your Dexterity modifier.
- Crippling Strike. Choose either Strength or Dexterity. The target has disadvantage on checks and saves made with the chosen ability until the end of your next turn.
- Capture. You can force the target to make a Constitution saving throw. On a failed save, the target's movement speed is 0, and are knocked prone till the end of their next turn. If your attack was a critical, or the target roll a 1 on the save, the target is stunned until the end of their next turn.
- Flank Attack. When you hit a creature, you can give advantage to a melee weapon attack made by an ally within 5 feet of your target, until the start of your next turn. If your ally hit, it causes additional 2d6 damage.
- Counters
Also at 9th level, whenever a creature within 5 feet misses an attack made at Disadvantage against you, you can use your reaction to make a melee weapon attack against it.
- Defensive Roll
At 13th level, when you would be reduced to 0 hit points by a melee weapon attack, if you use your Uncanny Dodge feature you reduce the damage to 0, instead of only half.
- Kill Strike
At 17th level, you can slay a target with a single strike. When you hit a target with a melee weapon attack that benefits from your sneak attack additional damage, you can choose to cause no damage and, instead, force the target to make a Constitution saving throw. Creatures of Large size or larger have advantage on the save.
On a failed save, the target is reduced to 0 hit points. On a success, you can't use this feature against the same target again for the next 24 hours.
On a success or failure, you can't use your Sneak Attack again until the end of your next turn.
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