Assassin
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Classes→ Opportunist→ Assassin
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Contents
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, plus either the forgery kit or the poisoner's kit. If you are 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, 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 cunning action to trip an adjacent creature. The target must succeed on a Dexterity saving throw against a DC equaling 8 + your proficiency bonus + your Dexterity 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.
Critical Strike
At 15th level, your weapon attacks score a critical hit on a roll of 17 or 18 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.