Assassin (5A)

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Revision as of 09:46, 21 October 2021 by Starfox (talk | contribs) (Subclass Features)
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Infiltration Expertise (9) In addition, whenever you make an ability check to create a disguise or to deceive a creature by assuming a false identity and roll less than 10 on the d20, calculate the result as if you rolled a 10. Your passive value for these checks increase by 5.

Poisoner (13) This replaces Impostor. At 13th level, you have learned how to create and use poisons as a master assassin. Whenever you finish a long rest, you can use a poisoner's kit to create a deadly poison. The creation may be an ingested or injury poison (your choice) and lasts for 24 hours or until used. Once you create a poison this way, you may not do so again until you complete a long rest.

Assassin's Death (Ingested or Injury): A creature subjected to this poison must make a Constitution saving throw DC = 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 1d12 damage for every 5 levels you have in this class and gains the poisoned condition for one minute. If the poison is ingested, the creature is also incapacitated while poisoned this way. If the saving throw is successful, the creature takes one half damage and suffers no additional effects.

Subclass Features