Deathdealer (5e Subclass)

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A Deathdealer Preparing Her Blade

A mercenary undertaking his task with cold, professional detachment, the deathdealer is a rogue who is equally adept at espionage, bounty hunting, and terrorism. At his core, they are an artisan, and their medium is death. Trained in a variety of killing techniques, deathdealers are among the most feared of assassins.

First developed by the Viper's Fangs assassins guild devoted to the world serpent, Sseth, deathdealers are the epitome of hired killers who pride themselves on the quality of their poisons and for being able to eliminate a target regardless of how many guards or other protections they have. While nearly anyone is capable of becoming an assassin, rogues who develop this subclass suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, deathdealers excel in more clandestine situations, and the best are the ones the victims never knew existed.

Level 3: Vial of Death[edit]

You gain proficiency with Poisoner's Kits and one Gaming Set of choice.

In addition, any poison damage you deal ignores resistance to poison, and creatures have disadvantage on their saving throws against them.

Level 3: Deeply Cunning[edit]

The saving throw DC of your Cunning Strike abilities improve by +1. This increases to +2 at 9th level, and +3 at 13th level.

Level 9: Deadly Silent[edit]

You have mastered the art of moving silently, almost to a supernatural level. You can no longer be sensed with blindsight or tremorsense while you have the invisible condition.

In addition, if any of your sneak attack damage dice come up as a 1, you may treat them as a 2 instead. This improves to a roll of 1 or 2 being treated as a 3 at 13th level.

Level 13: Venom Strike[edit]

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw.

In addition, you always have advantage when using Poisoner's Kits or any ability checks dealing with the identification, manufacture, or use of poisons.

Level 17: Death Blow[edit]

When attacking with any weapons for which you know their weapon mastery, your critical range with that attack increases by one. For example, if you normally score a critical hit on a natural 20, you would instead score a critical hit on a natural 19 or 20 if you knew that weapon's mastery.

If you score a critical hit, you can choose to transform that critical hit into a death blow. You can decide this after seeing the amount of damage you rolled. A death blow deals the maximum amount of damage possible as if every die rolled its highest value, including any damage bonuses such as critical hit weapon dice. For sneak attack damage dice, if it applies and you choose to use it with your death blow, you can count each die you would normally roll as a 9 instead of a 6 in order to account for your Deadly Silent feature. Creatures immune to critical hits automatically succeed on this saving throw, but still take damage as normal.

Once you perform a death blow, you cannot do so again until you finish a short or long rest.



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