Assassin Class Tree

About Assassins

Death walks among you. Or above you. Or something.

Assassins are professionals in the age-old killing industry.  For a price, they will eliminate any target, no questions asked. Like other rogues, assassins are very skilled at operating covertly, stealthy and silently. These contract killers tend to be weak in a fair fight, as they prefer to take advantage of the element of surprise to hit their marks. However, that does not mean assassins only strike from the shadows. Master craftsmen of death, they achieve their ends using every technique at their disposal, including disguises, seduction, poisons, and creating tragic accidents.

Armor rating: light armor

Weapon rating: light weapons

Abilities

At level one, you gain the first two Rogue class abilities and the level one Assassin class ability. From levels two through twenty, you may only choose one ability per level: the Rogue ability or the Assassin ability. You may choose abilities from previous levels except on levels 5, 15 and 20.   

 
Level Rogue Assassin
1 Pinpoint Attack (Free, Active Ability) - Your focus when striking your foes is unparalleled, honing in on key weak spots. After declaring an attack against a target, you may "Mark" that target. For all damage rolls against this target, you and your allies add 1d4 to the roll. Targets are marked for either the rest of combat, or until they are knocked out/killed. Hidden Armaments (Passive ability) - You strike from where it is least expected, when it is least expected, and with what is least expected. When using light weapons, you may add your Strength and Dexterity to both your attack and damage rolls.
1 Slippery (Passive ability) - You maneuver through fights as if guided by precognition. When fighting a single enemy, Gain a +2 bonus to all parry and dodge rolls you make. Successful dodge rolls let you move into any empty adjacent space without provoking an attack of opportunity.  
2 Backstab (passive ability) - If you attack an enemy from behind while outnumbering them, you get an additional +2 to your attack roll, and may deal damage to the target as if they were "Marked." Operation Sneaky Sneak (Passive Ability): You auto-pass all stealth checks. You can only benefit from this ability if you are not in combat.
3 In the thick of it (Passive ability, upgrades "Slippery") – Your "Slippery" ability now applies when you are fighting up to 2 enemies. You get a +3 to all Dodge and Parry rolls instead of +2. Vanish (Active Ability): Use a major action to vanish from sight, dispelling all aggro on you. You may still move normally as your minor action. You are invisible until you use another major action or until you are spotted by any effect that reveals your presence.
4 Prey on the Weak (upgrades Pinpoint attack) - You may now "Mark" an additional target. Marked Targets take an additional 1d6 damage instead of 1d4. Tools of the Trade (Passive ability, Hidden Armaments Upgrade) – Your expertise with light weapons increases their effectiveness. Roll 1d8 for damage when using Light Weapons instead of 1d6.
5   Master Poisoner (Passive Ability) – Why wouldn't you take every advantage you could get? All your light weapons are now poisoned. At level 5 they have a Lesser Poison. At Level 10, they have a Regular Poison. At Level 15, they have a Greater Poison.
6 Shadow Step (Active ability) – Once per encounter, you may step through the shadows, appearing in an adjacent space to any character within 15ft of you. If you are adjacent to an unhindered enemy when you use this ability, this counts as a major action and provokes no attacks of opportunity. Otherwise, this is considered a minor action. Garrote (Active Ability, Major Action) - Once per encounter, you make an attack roll with your Garrote (light weapon). If your attack hits, your opponent makes a Dexterity save with TN = to your roll. If they fail, you garrote your opponent, knocking them out. You may only use this ability from stealth or on an already damaged opponent.
7 Killing Spree (Passive ability, Minor Action) – When dealing the Killing blow to an enemy, you may make an immediate follow-up attack against an enemy within range. Killer's Momentum (Passive Ability) - After dealing the killing blow to an enemy, all future attacks this combat gain an additional +1. This ability stacks up to 5 times.
8 Acrobatic (Passive ability) – When knocked prone, you may make a Dexterity test with TN = 14. If you pass, you spring back to your feet immediately. If you fail, you are knocked prone. On your turn, you may stand up as a free action, without provoking an attack of opportunity. Natural Immunity (Passive Ability) – Working with (and testing) poisons has given you an immunity to them. You cannot be poisoned.
9 Twist the Blade (Passive Ability, upgrades Pinpoint Attack) - Add an additional 1d4 to damage rolls on Marked Targets. If you have the "Prey on the Weak" ability, add 1d6 instead. Custom-Made (Passive ability, "Hidden Armaments" Upgrade) - You may roll an additional 1d6 when rolling damage for light weapons. If you have the "Tools of the Trade" ability, roll an additional 1d8 instead.
10 Ambush (Active ability, Major + minor action) – The chaos of battle disguises your intent. Once per encounter choose an enemy within range of your move speed. That enemy makes a perception test. You make a stealth check. If your stealth check beats your enemies perception test, you may move next to that enemy, and make two attacks against them. These attacks are treated as pinpoint attacks, and are affected by all upgrades to it. Use this ability only if you have no enemies within 15 feet of you. Ambush (Active ability, Major + minor action) – The chaos of battle disguises your intent. Once per encounter choose an enemy within range of your move speed. That enemy makes a perception test. You make a stealth check. If your stealth check beats your enemies perception test, you may move next to that enemy, and make two attacks against them. These attacks are treated as pinpoint attacks, and are affected by all upgrades to it. Use this ability only if you have no enemies within 15 feet of you.
11 Caught Unawares (upgrades "Backstab") – Backstab no longer requires you to be behind your target. You must still outnumber your target. New Operation, Now with More Sneaky Sneaks (Passive Ability, Operation Sneaky Sneak upgrade) – You auto-pass all stealth checks.
12 Dirty Fighting (Passive ability, upgrades "Slippery") - You get a +3 to all Dodge and Parry rolls, instead of +2. If you have "In the thick of it," this is +4 instead. On a successful dodge roll, you may knock your attacker prone instead of moving into an empty adjacent space. Smoke Bomb (Active ability, "Vanish" Upgrade) - Vanish is now a minor action. When you use Vanish, you now toss a smoke bomb at your feet, blinding all enemies adjacent to you.
13 Shadow Leap (upgrades Shadowstep) - You may now target any character within 25ft of you. If you are adjacent to an unhindered enemy, this is a minor action and provokes no attacks of opportunity. Otherwise, this is considered a free action. Sleep Now (Active Ability, Major Action, "Garrote" upgrade) – You may use the "Garrote" ability twice per encounter, and your target no longer needs to be damaged. If this attack is made from stealth, you may make this attack lethal.
14 Planned Attacks (upgrades Pinpoint Attack) - Marking targets no longer requires you to be in combat with them. Quick Strikes (Passive Ability, "Hidden Armaments" upgrade) - Your mastery of the use of light weapons in second to none. After making a successful attack against an enemy that deals damage, you may make a second attack with the same weapon as a free action. This attack does not need to target the same enemy. You cannot trigger Quick Strikes with this ability.
15   Potent Poisons (Passive Ability, "Master Poisoner" Upgrade) – Those affected by your poisons take twice as much damage from all sources.
16 Hemorrhage (upgrades Pinpoint attack) – Targets affected by your Pinpoint Attack take bleed damage. They take an additional 1d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 1d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect. Sleight of Hand (Passive Ability, "Hidden Armaments" upgrade) – You surprise the enemy as your weapons seem to appear from thin air. You have the advantage when making attacks against your first enemy in a combat encounter. If this attack is blocked or parried, you make a second attack with a hidden dagger.
17 Hunger for Blood (upgrades Killing Spree) - "Killing Spree" is now a free action. Insatiable (upgrades Killer's Momentum) – Dealing the Killing blow to an enemy grants +2 to future attacks this combat, stacking up to 10 times.
18 Frenemies (Passive ability, upgrades "slippery") - Your "Slippery" ability now applies when you are fighting up to 2 enemies. If you have the "In the thick of it" ability, it applies to when you are fighting up to 3 enemies instead. When fighting 2 or more enemies, successful Parry Rolls cause the attack to be redirected to an enemy adjacent to both you and your attacker of your choice. That enemy defends against the attack as normal. You may still make an attack of opportunity as normal. Poisoned Smoke ("Smoke Bomb" upgrade) – The smoke from your smoke bomb is poisoned. Enemies blinded by your smoke are also poisoned.
19 Perfect Strikes (Upgrades Pinpoint Attack) – You may "Mark" an additional target. Marked targets take an additional 1d4 damage from all attacks. If you have the "Prey on the Weak" ability, they take an additional 1d6 damage from all attacks instead. If you have the "Hemorrhage" ability, targets are bleeding profusely and take an additional 2d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 2d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect. Lightning Strikes (passive ability, "Quick Strikes" Upgrade) - Quick Strikes can now trigger off themselves.
20   Death in a Bottle (Passive Ability) - The Assassin, through contacts and methods unknown, has an autofilling bottle of poison. The poison refills once per day, can only be applied to 2 weapons at a time as a minor action, and only lasts for 1 hour after applied. When a weapon poisoned in this way deals damage, the enemy will suffer wounds equal to their remaining health at the end of a combat round, or at the end of the hour if out of combat. After 3 enemies have been poisoned and killed in this way, the poison vanishes from the weapons.

Assassin Class Tree

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