Difference between revisions of "Assassin"

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{{Path|Classes|[[Opportunist]]|'''Assassin'''}}
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'''Assassin''' is one of several possible [[Opportunist#Subclass|subclass]]es you can undertake as an [[opportunist]].
 
'''Assassin''' is one of several possible [[Opportunist#Subclass|subclass]]es you can undertake as an [[opportunist]].
  
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== Assassinate ==
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Starting from 3rd level, you have [[advantage]] on any attack roll against a creature that has yet to act in combat.
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{{:Opportunist/12th/Assassin}}
== Tools of the Trade ==
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{{:Opportunist/15th/Assassin}}
At 3rd level, you gain proficiency in the {{i|disguise kit}}, plus either the {{i|forgery kit}} or the {{i|poisoner's kit}}.  If you are already proficient, you can either regain 2 [[Opportunist#Proficiency Points|proficiency points]] or gain proficiency in any other [[professional tool]] of your choice.
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{{:Opportunist/18th/Assassin}}<noinclude>
 
 
== Killing Instinct ==
 
Starting from 6th level, you add your [[proficiency bonus]] to your [[initiative]] if you don't already.
 
 
 
== Infiltration ==
 
Starting at 6th level, you become a master of getting where you aren't meant to be. You gain the following benefits:
 
* You have [[advantage]] on any {{cha}} [[ability check|check]] made to convince a creature you are someone other than who you are, or have credentials you do not.
 
* Your speed isn't reduced from [[climbing]].
 
* At the start of [[combat]], if you aren't [[surprise]]d you can use your [[reaction]] to either take the [[Hide Action|Hide]] action or draw a weapon.  You take this reaction before any creature takes its turn.
 
 
 
==Flawless Disguise==
 
By 9th level, your disguises become instant, flawless, and seemingly supernatural.  You create and don any disguise as an action.  You have [[advantage]] on any [[ability check|check]] or [[saving throw]] that relies on maintaining a disguise, and every other creature has [[disadvantage]] on any check that opposes your disguise in any way.  Water, wind, and other common elements can never thwart your disguise.
 
 
 
== Sweep ==
 
At 12th level, you learn to get the drop on foes even in the heat of battle.  You can use your [[Opportunist#Cunning Action|cunning action]] to trip an adjacent creature.  The target must succeed on a {{dex}} saving throw against a DC equaling 8 + your proficiency bonus + your {{dex}} modifier or fall [[prone]].  A Large or larger creature has [[advantage]] on this [[saving throw]].  A Medium or smaller creature which has yet to act in [[combat]] has [[disadvantage]].
 
 
 
== 15th ==
 
{{stub}}
 
 
 
== Sudden Death ==
 
Few can slay as swiftly as you.  Starting from 18th level, if you hit a creature that has yet to act in [[combat]] with a [[Opportunist#Sneakstrike|Sneakstrike]], it must make a {{con}} [[saving throw]] equaling 8 + your proficiency bonus + your {{dex}} modifier.  On a failed save, the creature is [[Damage Vulnerability|vulnerable]] to the damage of your attack.
 
 
 
  
 
[[Category:Opportunist Subclasses]]
 
[[Category:Opportunist Subclasses]]
[[Category:Subclasses]]
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[[Category:Subclasses]]</noinclude>

Latest revision as of 12:30, 28 November 2020

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ClassesOpportunistAssassin

Assassin is one of several possible subclasses you can undertake as an opportunist.

Your subclass enacts features at 3rd level and every three levels thereafter: 6th, 9th, 12th, 15th, and 18th. See Opportunist#Assassin for an integrated list that combines assassin features with those of the base opportunist class.


Assassinate

Starting from 3rd level, you have advantage on any attack roll against a creature that has yet to act in combat. Additionally, any hit you make against a surprised creature is automatically a critical hit.

Tools of the Trade

At 3rd level, you gain proficiency in the disguise kit and forgery kit. If already proficient, you can either regain 2 proficiency points or gain proficiency in any other professional tool of your choice.

Killing Instinct

Starting from 6th level, you add your proficiency bonus to your initiative and to the damage of your Sneakstrike. (Proficiency bonuses don't stack, combine, or add together.)

Infiltration

Starting at 6th level, you become a master of getting where you aren't meant to be. You gain the following benefits:

  • You have advantage on any Charisma check made to convince a creature you are someone other than who you are, or have credentials you do not.
  • Your speed isn't reduced from climbing.
  • At the start of combat, if you aren't surprised you can use your reaction to either take the Hide action or draw a weapon. You take this reaction before any creature takes its turn.

Critical Ace

Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Flawless Disguise

By 9th level, your disguises become instant, flawless, and seemingly supernatural. You create and don any disguise as an action. You have advantage on any check or saving throw that relies on maintaining a disguise. Water, wind, and other naturally-occurring elements can never thwart your disguise.

Sweep

At 12th level, you learn to get the drop on foes even in the heat of battle. You can use your cunning action to trip an adjacent creature. The target must succeed on a Dexterity saving throw or fall prone. The save DC equals 8 + your proficiency bonus + your Dexterity modifier.

A Large or larger creature has advantage on this saving throw. A Medium or smaller creature which has yet to act in combat has disadvantage.

Critical Strike

At 15th level, your weapon attacks score a critical hit on a roll of 17 or higher if your attack roll is benefiting from your Aim, or if the target of your attack is prone.

Game Over

Few can slay as swiftly as you. Starting from 18th level, if you hit a creature that has yet to act in combat with a Sneakstrike, it must make a Constitution saving throw equaling 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature is vulnerable to the damage of your attack.