Assassin

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

Guild Training

When you become an assassin at 3rd level, your diverse training grants you proficiency with two of the following tools of your choice: alchemist's kit, disguise kit, forgery kit, poisoner's kit.

In place of one of these tools, you may become proficient with any three gaming sets or musical instruments. Some guilds expect their killers to display a certain level of culture, while others learn such mundane skills as a cover.

Assassinate

Also at 3rd level, you learn to exploit a wrong-footed foe with sudden violence. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Guild Expertise

At 9th level, you learn a technique from a single guild of your choice, the better to reach your target undetected.

Cuckoo. You can use your action to hide in plain sight until the end of your next turn. Other creatures assume you belong where you are, as a servant or guard or guest, overlooking details unless you are obviously out of place (e.g. covered in blood at a courtly party). If you do something clearly suspicious, a witness can make an Intelligence (Investigation) check opposed by your Charisma (Deception) to realise that you don't belong.

Owl. You gain a climbing speed equal to your walking speed, add your Dexterity modifier to the distance you can long jump, and have advantage on Strength (Athletics) checks to climb. In addition, you are considered to be lightly obscured from creatures who are at least 10 feet below your current elevation.

Hawk. You have advantage on Wisdom (Perception) checks that rely on sight, and can make out details of even extremely distant creatures and objects. If you have not moved since the start of your previous turn, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks. You are still automatically detected if any effect or action causes you to no longer be hidden.

Shrike. You are immune to the poisoned condition, and you have resistance against poison damage. In addition, whenever you create a poison, you can limit which creatures it will affect; you can specify a particular race, group, or even individual. Finally, you can detect and identify any poison in range of your senses, even inside a victim's body.

Guild Mastery

At 13th level, you master another signature technique, the better to exploit your unwary victim. You can choose the same guild you chose at 9th level, or a different one.

Cuckoo. You can use your bare hands as light melee weapons which deal 1d6 bashing damage. You are proficient with one-handed improvised weapons, which gain the finesse property for you. In addition, if you hit a creature with a melee critical hit, you can render both yourself and your target completely silent for that turn.

Owl. You can use your reaction to become immune to falling damage until the end of your turn. If you do so when you fall onto a space occupied by another creature, you can immediately make a melee attack against that creature. If the creature survives, you then move to a space adjacent to the one it occupies.

Hawk. You can use your action to aim at a target you can see. If your next ranged attack before you move is made against that target, it has advantage and does not automatically give away your position if you are hidden.

Shrike. Your attacks have advantage against poisoned creatures. Other creatures have disadvantage on rolls to detect poison that you are employing, whether smeared on a blade or sprinkled into tea.

Death Strike

Starting at 17th level, you seek out vital spots to cause certain and inevitable death. Your critical hits deal maximum damage, instead of rolling.