The Assassin: Feats (5e Other)

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You may take these feats in place of an Ability Score Increase.

Freerunner

No assassin is complete without the ability to free run, able to get around in a timely fashion to assassinate their targets.You've trained hard, and gain the following benefits:

  • Increase your Strength, or Dexterity score by 1, to a maximum of 20.
  • While climbing, any Athletics checks to traverse by climbing are made with advantage.
  • You can use your Dexterity score for making jumps instead of Strength.
  • You can now leap the full distance for a Long jump, or height of a High jump without a 10 ft. start.
Athletic Swimmer

You have honed your swimming abilities to their absolute limit. You gain the following benefits:

  • Increase your Strength, or Dexterity score by 1, to a maximum of 20.
  • You have a swimming speed equal to your movement speed.
  • While swimming, any Athletics checks to traverse rough water are made with advantage.
  • While swimming, any Athletics checks to move objects or Grapple creatures are made with advantage.
Leap of Faith

Prerequisite: 4th level

An integral part of the Assassin's acrobatic techniques and the initiation for recruits, you have learned the leap of faith.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You can leap from any high ledge, plummeting hundreds of feet and incurring no fall damage as long as there is something soft and cushioning below, such as a pile of hay, a body of water at least 10 feet deep, or a suitably large bush.
Weapon's Forger

Prerequisite: 4th level

Having honed your talents at the forge, you gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • While crafting items using Smith's Tools, work completes twice as fast.
  • The cost of your Hidden Blade customizations are reduced by half.
  • Each Hidden Blade can gain 1 additional customization slot.
Beast Trainer

Prerequisite: 4th level & The Hunter subclass

Ledge Assassination

Prerequisite: 8th level

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Climbing as a daily part of the assassination life, especially if you wish to leap down at a target, or climb up to one. While climbing any vertical surface, you can use an action to grab, stab, and yank a target from their perch, dealing 1d4 + 1d6 piercing damage before the is thrown behind you from the ledge while simultaneously hoisting you onto it.
Running Assassination

Prerequisite: 8th level

High profile killing is inevitable in the Assassin's routine lifestyle, and you've learned to roll with it.

  • Increase your Dexterity, or Wisdom score by 1, to a maximum of 20.
  • If you take the Dash action, you can move through a creature's space, making an attack with the Hidden Blade as a bonus action. The creature is knocked prone, and you are unaffected if the attack hits.
Forge Master

Prerequisite: 12th level & Weapon's Forger Feat

Deadly Assassin

Prerequisite: 12th level

Not all Assassins aim to directly kill their targets. Some could be taken care of in style, or better yet, be taken care of by their own men. Or, sometimes, you just need to stop a few people in their tracks. These poisons are admittedly more utility than to injure, but extremely useful nonetheless.

  • Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with the poisoner's kit. If you are already proficient with the kit, you add double your proficiency bonus to checks you make with it.
  • When you craft a vial of basic poison using a poisoner's kit, you may instead craft a number of ounces of it equal to your Intelligence modifier over the course of a long rest.
Hidden Assassination

Prerequisite: 12th level

  • Increase your Dexterity, or Wisdom score by 1, to a maximum of 20.
  • You've learned the core skill of assassination. While hiding, you can use a reaction to assassinate any creature passing within 5 feet of your hiding spot. The weapon used for the assassination gain two additional die on the weapon. Any creature within 25 feet can hear the muffled shout from the target, possibly giving away your hiding spot.

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