Professional Assassin (5e Class)

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Professional Assassin[edit]

The Professional Assassin is a shadow-dwelling expert in the art of silent death. They are masters of infiltration, subterfuge, and precision strikes, making them lethal instruments in the world of intrigue and contract killing. Unlike other classes, Professional Assassins do not rely on brute force or flashy spells; instead, they excel in the subtle arts of stealth, deception, and lethal precision.

Professional Assassins excel at eliminating specific targets swiftly and quietly. They are indispensable in situations where discretion and finesse are paramount, whether it's infiltrating a heavily guarded fortress, eliminating a high-profile target, or navigating complex social circles to gather vital information.

Creating a Professional Assassin[edit]

Many Professional Assassins come from backgrounds that involve covert operations, espionage, or shadowy organizations. Some may have been trained by secret societies, while others may have honed their skills as freelancers.

Quick Build

You can make a Professional Assassin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Criminal background. Third, choose the leather armor, the shortbow, the shortsword, the burglar's pack, the thieves kit and the dagger.

Class Features

As a professional assassin you gain the following class features.

Hit Points

Hit Dice: 1d10 per professional assassin level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per professional assassin level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, shortsword, rapier, whip
Tools: Thieves tools, poisoner's supplies, disguise kit
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Deception, Performance, Persuasion, Sleight of Hand, Survival, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor
  • (a) Shortbow and 20 arrows or (b) Light crossbow and 20 bolts
  • (a) Shortsword or (b) Simple weapon
  • (a) Burglar's pack or (b) Dungeoneer's pack
  • (a) Thieves kit and dagger or (b) Poisoner's kit and dagger

Table: The professional assassin

Level Proficiency
Bonus
Features
1st +2 Tools of the Trade, Assassin's Mark
2nd +2 Assassinate
3rd +2 Poisoner, Specialization Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Inconspicuous
7th +3 Specialization Feature
8th +3 Ability Score Improvement
9th +4 Poison User
10th +4 Master of Disguise
11th +4 Specialization Feature
12th +4 Ability Score Improvement
13th +5 Debilitating Touch
14th +5 Evasive
15th +5 Specialization Feature
16th +5 Ability Score Improvement
17th +6 Killing Strikes
18th +6 Undetectable
19th +6 Ability Score Improvement
20th +6 Perfect Killer

Tools of the Trade[edit]

You are a trained killer. At 1st level, you gain proficiency in Stealth, and you can add double your proficiency bonus to ability checks using that skill.

In addition, you add twice your proficiency bonus in checks with the Disguise kit.

Assassin's Mark[edit]

At 1st level, you can mark a target to die, analyzing its weak spots. As a bonus action, you place an assassin's mark on a living creature with discernible anatomy you can see within 30 feet. For 1 minute or until that creature is reduced to 0 hit points, you have Advantage on your attack rolls against it. The duration ends earlier if you lose concentration (as if concentrating on a spell) or if you attack another creature.

You can use this feature a number of times equal to your proficiency bonus, regaining your uses after completing a long rest.

Assassinate[edit]

At 2nd level, you can deliver devastating killing blows. When you hit a creature with an attack from a weapon that lacks the heavy or the finesse property, you can force that creature to make a Constitution saving throw. A creature that succeeds the save takes 2d10 additional damage, from that weapon's type. On a failure save, the target is instantly reduced to 0 hit points.

Constructs, elementals, oozes, undead and creatures whose CR are equal or higher than your level automatically pass the save. A creature immune to critical hits or creatures with Legendary Resistances are immune to this feature.

You can use this feature twice, regaining your uses after finishing a short or a long rest.

Poisoner[edit]

At 3rd level, you can craft deadly poisons. During a short rest, you can craft a number of poison vials equal to your proficiency bonus. You can't have more poison's from this feature than your proficiency bonus at any given time. These poisons lose potency after 24 hours, and using a bonus action you can coat a weapon with it.

If you hit a creature with a poison coated weapon within 1 minute, your target takes poison damage equal to your proficiency bonus at the end of each turn. The target can make a Constitution saving throw at the end of each turn, after taking the damage, to end the effect.

Specialization[edit]

At 3rd level, you can choose a specialization for your assassin. You can choose between the options shown at the end of this class description, and your choice grant you features at 3rd, and again at 7th, 11th and 15th levels.

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, rather than once, when you take the Attack action.

Inconspicuous[edit]

Starting at 6th level, you can use the Hide action as a bonus action on your turn. Also, if you miss an attack made while hidden, you don't reveal your position.

Infiltrator[edit]

Starting at 8th level, you can easily invade buildings passing through their defenses. Swimming and climbing no longer cost you extra movement. In addition, you can use Stealth while traveling at any speed.

Poison User[edit]

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, your poisons now inflict the poisoned condition to any creature under its effects.

Master of Disguises[edit]

At 10th level, you can cast disguise self at will, without spending spell slots. You must have your disguise kit at hand to do so, and Intelligence is your spellcasting ability for this spell.

Debilitating Touch[edit]

At 13th level, you learn how to target a creature's weak spots, hampering them in some capacity. As an action, you force a creature marked by your Assassin Mark within 5 feet to make a Constitution saving throw. On a failed save, the target is either blinded, deafened or incapacitated for 1 minute. At the start of each turn the target can make a Constitution saving throw, ending the effect on a success.

Creatures immune to your Assassinate feature or that succeeds the save are immune to this ability.

Evasive[edit]

Starting at 14th level, you can use the Disengage action as a bonus action on your turn. Also, when you attack a creature, that creature can't make opportunity attacks against you until the end of this turn.

Killing Strikes[edit]

At 17th level, whenever you score a critical hit against a creature, you can attempt to Assassinate that creature, without spending uses of the feature.

Undetectable[edit]

At 18th level, you become a living shadow, being extremely hard to detect you. If a creature rely on blindsight, truesight or darkvision to see you, you are considered invisible to it.

Perfect Killer[edit]

When you reach the 20th level, once per turn, you can make an attack with Advantage. If your attack have already advantage, you can roll a third dice and choose the highest between the three.

Specializations[edit]

Faceless[edit]

Faceless assassins are specialized in reaching their targets through the use of disguises. They enter their targets lives and watch them carefully for days, weeks and even years, just waiting the right time to attack.

Professional Manipulator

Starting at 3rd level, you master the art of using your intellect to navigate social interactions. You can use your Intelligence, rather than your Charisma, for your checks of Deception, Performance or Persuasion. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Seemingly Harmless

Also at 3rd level, your untreathening appearance give you the upper hand against creatures that have never seen you fight. Whenever you attack a creature for the first time, that have never seen you in combat, you cause additional 3d8 damage to that creature on a hit.

In addition, creature's that never have seen you in combat or attacking someone have disadvantage on attack rolls against you.

Master of Forms

At 7th level, you can assume many faces. You gain the ability to cast alter self at will, without spending spell slots.

Inofensive Presence

At 11th level, your presence is so seemingly inoffensive that you are considered to be under the effects of sanctuary at all times. If you take an action that would break the spell effect, the spell resumes its effect on you after 1 minute, or if you use an Action to do so.

Shielded Mind

At 15th level, your mind is protected against probing and you are enduring against attempts to see through your deceptions. You gain proficiency in Wisdom saving throws, and have Advantage on saves against spells and magical effects to see your thoughts or to force you to tell the truth.

Sniper[edit]

Killing their targets from concealed positions at great distances, snipers are a terrifying type of assassin to be pursued by.

Far Mark

At 3rd level, you can mark your targets at great distances. The range for your Assassin's Mark equals the long range for your ranged weapon. In addition, you have no disadvantage for attacking creatures due to the long range of your ranged weapon.

Patience

Also at 3rd level, you can delay your attack for a more lethal one. When you hit a creature with a readied ranged attack, you gain the following benefits:

  • You cause additional 3d6 damage for each attack you are able to make as part of your Attack action.
  • You roll one additional die if you make an attack with Advantage against your target.
  • If you haven't moved in the turn you took the Ready action, you can move as part of the same reaction used to make the readied attack.
  • If the conditions for your readied attack don't occur, you gain the benefits of the Dash action on your next turn.
Far Sight

At 7th level, you gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Uncanny Precision

At 11th level, you never miss an attack. Whenever you make a ranged attack against a creature you can see and miss, that creature takes half the damage for the attack, instead of no damage.

Tactical Escape

At 15th level, you are an expert in moving from place to place, constantly avoiding detection. If you hit a creature with a readied attack while behind cover, you can move towards another place that offers cover within your maximum walking speed, and without taking opportunity attacks (no action required).

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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