Deathdealer (5e Subclass)

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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: Veil of Death[edit]

You gain proficiency and expertise with Disguise Kits and Poisoner's Kits. If you already possess expertise with either of these kits from your Rogue class feature, you can choose another skill or tool to gain expertise in.

Level 3: Deeply Cunning[edit]

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

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 2 or lower being treated as a 3 at 13th level.

Level 9: Deathly Silent[edit]

You have mastered the art of moving silently, almost to a supernatural level. You have advantage on Dexterity (Stealth) checks involving noise, and you can no longer be sensed with blindsight or tremorsense while you have the invisible condition.

In addition, you know the minor illusion cantrip and you always have the silence spell prepared. You can cast silence once without a spell slot, and you regain the ability to cast it in that way when you finish a long rest. You can also cast the spell using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells, chosen when you gain this feature.

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. This damage ignores resistance to poison damage, as does any poison damage dealt by a poison you've created with a Poisoner's Kits.

Level 17: Death Blow[edit]

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 including critical hit weapon dice, sneak attack damage, and so on. Once you perform a death blow, you cannot do so again until you finish a short or long rest.

In addition, any weapons for which you know their weapon mastery, your critical range with them increases by one. For example, if you normally score a critical hit on a natural 20, you instead score a critical hit on a natural 19 or 20.



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