Rogue Archetype: Assassin (Rebalance) v1.1

You focus your training on the grim art of infiltration and death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests or avengers trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassin Features

Rogue Feature 3rd Bonus Proficiencies, Assassinate, First Strike 9th Infiltration Expertise 13th Imposter 17th Death Strike

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate

Starting at 3rd level, you've learned how to set your sights on a target and strike true. As a bonus action, you can mark a creature you can see until the end of your next turn. When you hit with a weapon attack against a marked creature and deal Sneak Attack damage on that hit, you can increase your Sneak Attack damage against that creature by 1d6 and consume the mark. The amount of extra damage you deal in this way increases as you gain levels in this class, as shown on the Assassinate Bonus Sneak Attack Damage table.

Assassinate Bonus Sneak Attack Damage

Rogue Level Sneak Attack Damage Increase 3rd 1d6 9th 2d6 13th 3d6 17th 4d6

First Strike

Beginning at 3rd level, you are deadliest when you get the drop on your enemies. You have advantage on attack rolls against creature that have not acted yet in the combat.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. Your proficiency bonus is doubled for any ability check you make that uses a disguise kit.

In addition, you can scavenge together a number of items that reinforce your false identity beyond the scope of your disguise kit. You can spend a number of hours and gold to obtain tailored lineages, falsified papers, badges of affiliation, or similar fitting for a particular identity. While you have these items and you are in disguise as that identity, ability checks to discern your intentions or true identity are at disadvantage.

Your DM determines the number of hours and monetary cost needed to gain the benefits of this feature. For instance, choosing to imitate a guard might require an hour at a local barracks securing a uniform, or paying a black market hand 2gp for a fenced one. A more elaborate or high profile disguise, such as a major nobleman, might take up to a week infiltrating a collection of lineage scholars in order to obtain a genuine heraldry as well 25gp to smooth out any error in inventory records.

Imposter

At the 13th level, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at the 17th level, when you attack and hit a creature that cannot see you or a creature that hasn't taken a turn in the combat yet, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.