Assassin

The fog clings to the city streets as the alarm bells begin to ring throughout the city. An Umbrylar woman in fine clothes smiles to herself as she pays a street merchant for a hot apple cider to warn her hands. A silver coin from the advance payment was many times more than a single hot drink was worth, but she was feeling generous. A crier called out into the morning mist, “The governor is dead! Slain in his bed as his guards slept outside his locked door!” She shared a grin with the merchant, a local man, as the tension on the street palpably released at the news of the monstrous man’s passing. “Worse ways to start a day, no?” He laughs and hands her a pouch. “Worse ways, indeed. The folk here will be pleased. Exactly as much flash as they requested, precisely on time, and no explanation as to how someone got into his room in the first place.” The woman sips her drink and nods. “Of course, they called for a Shadow for a reason.”

An ugly man in work clothes sprints the last 10 feet to close with a man in ceremonial robes, a blade sliding free of an arm bracer as he embraces his target. The priest tries to cry out but cannot. His guards rush the assailant, who leaps from his target to the nearest guard, a quick jab silencing the guard as he stumbles back, and the assassin tumbles past toward the second guard, seemingly open to attack. As the guard lunges forward, the man guides the sword past himself, bringing the guard into his reach, and drives his blade into his heart. In a heartbeat, it’s over, and in another, the assassin is over the garden wall and gone. His features shift just before he enters a busy street, brown hair turning red, features molding themselves into those of a freckled man barely past boyhood.

Each of these is an Assassin, a heroic master of striking dangerous foes hard and disappearing before enemies can respond or recover.

Lethal Focus and Esoteric Ritual

Assassins train, usually for years, to be utterly lethal in every situation. If you strike at them, they turn your attack into an opportunity. If you defend, they use your hesitation. If you come in groups, they use your numbers to hinder your movements and take you out one by one. Part of this training is the training to embrace the shadows, and to establish a mystical connection with their target, called an Assassin’s Mark. Through rituals known only to the Assassin Conclaves, these exceptional individuals can track their quarry, and see their strengths and weaknesses to a degree otherwise impossible. Assassins are masters of asymmetrical warfare who respond to conquest, oppression, or other mass injustice, by becoming “a dagger in the left hand of The People”. They harness occult magics, specialized tools and tactics, extreme discipline, and incredible single-minded focus, to make themselves a lethal shadow that can strike much larger targets with deadly efficacy.

Born by Power, Imbalanced

The first Assassins were a religious order founded in response to the oppression of their faith by a more powerful group. They formed the Conclave of The Peryton, and the other Conclaves were formed in time as the methods of the Perytons proved effective, each Conclave bringing a new focus, new tools, and new skills, into the fold. Nearly all Assassin Conclaves are born from similar circumstances, from one form of oppression or another.
Each Conclave is named for a monstrous creature, both to remember their origins, and to strike fear into their enemies and signal to would be patrons what skillset they primarily work with. From the Peryton’s incredible feats of athleticism and aerial grace, to the Shadow’s ability to animate and also become a Shadow, to the Doppelganger’s ability to quickly change their appearance and adopt that of someone close to a target. While Assassins do tend to receive payment for their work, they do not demand it, and it is not what they do their work for. Nearly all Assassins will accept a Duty from even a poor subsistence farming community while refusing to work on behalf of the wealthy and powerful.

Creating an Assassin

As you build your Assassin, consider where, and with whom, you trained. These days, the Conclaves are often less formal, but you may still have trained in a Conclave Haven, or instead with a single Mentor. Were you raised to be an Assassin, did you come to it as a source of potential revenge, or because your own community was threatened by more powerful forces, or something else?

Quick Build

The Simplest Assassin is the Conclave of The Peryton. Choose Poisoner’s Kit at level 1, take a hand crossbow and scimitar, choose the Spy background. Your highest score should be Dexterity, followed by Intelligence or Wisdom, and then Constitution. Stealth, Perception, Athletics, are good class skills.

 

 

Assassin
Level Proficiency Total Marks Mark Class Features
Bonus Damage
1st +2 1 1d10 Assassin’s Mark, Assassin’s Tools
2nd +2 2 2d10 Killer’s Instincts, Shadow Moves
3rd +2 3 2d10 Assassin’s Conclave
4th +2 3 2d10 Ability Score Improvement
5th +3 4 3d10 Deadly Riposte, Lethal
6th +3 4 3d10 Conclave Feature
7th +3 5 4d10 Evasion
8th +3 5 4d10 Ability Score Improvement
9th +4 6 5d10 Advanced Specialized Tools
10th +4 6 5d10 Conclave Feature
11th +4 7 6d10 Dagger In The Left Hand
12th +4 7 6d10 Ability Score Improvement
13th +5 8 7d10 Death’s Messenger
14th +5 8 7d10 Greater Shadow Movement
15th +5 9 8d10 Conclave Feature
16th +5 9 8d10 Ability Score Improvement
17th +6 10 9d10 Master of The Craft
18th +6 10 9d10 Ghost Walker
19th +6 10 10d10 Ability Score Improvement
20th +6 10 10d10 Angel of Death

Class Features

As an Assassin, you gain the following features

Hit Points


  • Hit Dice: 1d8 per Assassin level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 5 (1d8) + your Constitution modifier per Assassin level after 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, all crossbows, short bow, light and finesse weapons lacking the heavy property
  • Tools: Ritualist’s Tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Stealth, and choose 3 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) shortbow or (b) hand crossbow
  • (a) a martial weapon or (b) two simple weapons
  • (a) a burglar’s pack or (b) an explorer’s pack
  • leather armor, two daggers, and 1 tool

Assassin Save DC

If an Assassin feature requires a creature to make a saving throw to resist the feature’s effects, the saving throw DC is calculated as follows:


**DC = 8 + your proficiency bonus + your Intelligence modifier**

 

 

Assassin’s Tools

Starting at 1st level, you have learned to specialize in a particular set of skills and tools, adapting them to your needs and mastering their use.

You gain expertise with one skill and one tool of your choice with which you are proficient. The tool can be one chosen as part of gaining this feature.

You can create or replace 1 basic poison or specialized poisoner’s tool, disguise, or device as part of a long rest.

Disguise Kit

You gain proficiency in the Disguise Kit and learn to make a number of specialized Disguises equal to your Intelligence modifier, for yourself or for another creature. You can don or drop a disguise as a bonus action. While disguised you have advantage on attacks made on your first turn in combat.

For each one, you develop a name, basic personal history, distinctive gait, stance, and mode of speech. Any creature who knows you under one of your specialized disguises does not question your identity unless you or someone else gives them specific reason to do so.

Finally, you can use intelligence for all ability checks related to your disguise, and for deception checks.

Poisoner’s Kit

You gain proficiency with the Poisoner’s Kit, and you learn the recipe for the Basic Poison found in the PHB, and the Assassin’s Sting poison. You can only learn a new poison if its cost is no more than half your Assassin level times 50, rounded down, and you pay for 1 dose, and spend 2 hours per 50 gold of the cost of the poison. You might learn a new poison formula from an apothecary, another assassin, or from a rare book, at your DM’s discretion.

Your specialized poisoner’s tools hidden on your person allow you to apply a poison to a weapon or to ammunition, or to apply the poison to food, drink, or an object, as a Bonus Action.

The Assassin’s Sting poison has the following effects. If the target is subject to the poison, it must make a constitution saving throw or gains the poisoned condition and is either blinded, slowed, or takes 1d6 poison damage now and again when it fails a save against the poison. It can make additional saving throws to end the effect at the end of each of its turns.

Tinker’s Tools

You gain proficiency with Tinker’s tools. Choose a weapon with which you are proficient, that is a light or finesse one-hand melee weapon, or is a blowgun, rope dart, short bow or hand crossbow, and construct a concealable version of that weapon. The weapon can be drawn or stowed as a bonus action, and you can use a bonus action to gain advantage on a melee attack with the weapon.

The weapon appears to be a mundane item, and the statistics do not change, except as described below.

  • Any d20 test made to inspect you or your belongings for weapons has disadvantage, unless you are observed using it.
  • If your Specialized Weapon is a ranged weapon, it loses the loading property, and it’s short and long range is doubled.

Initiate of The Lightless Flame

In the course of learning the rituals to manipulate shadow magic, you have taken the first steps down the path of The Lightless Flame, which is both a philosophical principle and a mystical reality relating to the relationship between the worlds of Life, and the World of Spirits where dwell the Dead.

As a result of your study, you have proficiency with ritualist’s tools, and gain the following benefit.

You can cast the detect poison and illusory script spells and one other 1st level spell with the ritual tag, and can cast them as rituals.

You can learn rituals from the Illusion, Divination, and Necromancy, schools, from any spell list, in the course of your adventures. The spell must be equal to half your assassin level rounded down and requires 2 hours and 50 gold to inscribe into a ritualist’s grimoire. You can also choose an additional ritual spell at levels 5,9,13, and 17. The level of these later selections must be no higher than half your assassin level, rounded down, but have no cost to inscribe into your ritualist’s grimoire.

Assassin’s Mark

Your occult knowledge and practice has allowed you to bind a power of Death known as The Lightless Flame, and channel that power into a mystical sign with which you can Mark creatures for Death.

At 1st level, you gain the ability to place a Mark on a target you can see within 100ft of you at the start of your turn, or as a reaction when you roll initiative. Doing so spends one of your Marks. A Mark remains for 1 hour, until you choose to remove your Marks from a target, the target dies, or you use this ability on a different creature. You regain all spent Marks at the end of a long rest and regain 1 spent Mark at the end of a short rest.

While your Mark is on a target, you gain the following benefits.

  • The target is vulnerable to you for 24 hours. A vulnerable creature can have your Mark placed on them again as long as they are on the same plane of existence as you and you can see them or hear them.

  • When you hit with an attack that targets a creature under your Mark, you can choose to Invoke your Mark to deal extra damage to the target, shown on the Assassin class table under Mark Damage. When you invoke your Mark, it is removed from the target. If your target dies before you invoke your Mark, you regain the spent Mark. If the target is reduced to 0 hit points by an attack with which you invoke the Mark, you regain the Mark.

 

 

Killer’s Instincts

At Second level, your reflexes and movements have been honed to those of a perfect hunter.

You have advantage on any Wisdom or Intelligence ability check related to a creature that is vulnerable to you, and on attacks against the target if they have not acted yet in combat when you make the attack.

When you roll initiative, you can use your reaction to attempt to swap initiative order with a creature that bears your Mark. If you do, they must succeed on a dexterity saving throw against your assassin save dc or trade places in initiative with you.

Shadow Moves

At 2nd level, you have deepened your connection to Shadow by way of more advanced and dangerous rituatls, and you gain special abilities called Shadow Moves, which can be used as a bonus action, or sometimes as a reaction, if a specific ability says that you can do so.

You can spend 1 Mark to attempt to hide before or after using a Shadow Move, no action required. You must still meet the requirements for becoming Hidden.

  • Serpent Swift

    Until the beginning of your next turn, you ignore difficult terrain, gain a climb speed equal to your speed, and you can use dexterity instead of strength to determine your jump distance and height. If you spend 1 Mark, you can also take the Dash action as part of this move, and your jump distance and height are doubled until the start of your next turn.
  • Preternatural Parry

    As a reaction when you are hit by a melee attack, you can try to cause the attacker to overextend, to your advantage. Roll 1d10 + your dexterity modifier + your Assassin level and reduce the damage of the attack by the result. If you reduce the damage to 0, the attack misses you and deals no damage.

    You can use a Bonus Action on your turn to set up to use this ability. If you do so, you can use this ability once before the start of your next turn without using your reaction.

  • Here, Hold This

    Make a single weapon attack against a creature, with a light or finesse weapon, or one that can be concealed easily.

  • Shadow In The Crowd

    While you are conscious and not encumbered, and not openly wielding any weapon, you can hide while only obscured by other living creatures or everyday objects that are normal to interact with, such as a market stall. While this effect lasts, you can make ability checks to gather rumors, overhear a conversation, or search for a creature, as a bonus action.

Assassin’s Conclave

At 3rd level, you must choose which Conclave your skillset comes from.

Lethal

At 5th level, you are the epitome of the efficient killer.

When you make a weapon attack, the target is reduced to 0HP if your attack reduces them to an amount of HP equal to or less than twice your Assassin level.

If you reduce a creature to 0hp with an attack and the target is bearing your Mark or you had advantage on the attack, you can choose to do a Shadow Move that normally requires an action or bonus action as part of that attack action.

Shadow of The Flame6

You learn also the following new Shadow Moves, reaching deeper into your connection to the Lightless Flame:

  • Deadly Riposte

    When a creature misses you with an attack, you can use a shadow move as a reaction. You can spend 1 Mark to take this riposte as part of the same reaction as the one used for the Preternatural Parry Shadow Move.

  • Quiet, I’m Thinking

    When you hit a creature with an attack, you can use this shadow move to impose one of the possible effects of an unarmed strike on the target, using your dexterity to resolve the effect, in place of strength. This effect is in addition to the damage of the attack.

  • Hello Darkness

    You cause all mundane light sources to be snuffed out within 30ft of you. If you spend a Mark, you and allies of your choice up to 1 + your Intelligence Modifier within 30ft of you treat dim light and darkness as if it were bright light out to 60ft. If you or another target of this ability have darkvision that is greater in range than 60ft, this effect instead extends to the range of that darkvision for that character. The effect lasts for 1 minute.

 

 

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shadow In The River

Starting at 9th level, you gain a broader toolset and a deeper connection to Death. :6

You can cast the Nondetection and Pass Without Trace spells as rituals, and you can cast one of the blink and see invisibility spells a number of times equal to your intelligence modifier. You regain uses of the spell when you finish a long rest.

Additionally, the Shadows of Death have lead you here, to the banks of The River, in the world of spirits. Downriver you can see the outline of a gate, The First Gate. The water is colder than you could imagine, but you are more than your body, and you continue toward the Gate, toward the Truth.

You have learned how to enter the realm known as The River, or the Riverlands, in the Spirit World. The River ferries the dead to thier finality, through nine gates, and this realm can only be entered in the shoreline of the First Gate.

When you would make a charisma or constitution saving throw while in The River, or against the effects, abilities, or spells, of an undead creature, an aberration, or a fiend, you may add your intelligence modifier to the result.

You can stay in the river for 20 minutes before suffering any ill effects from remaining there. This does not effect your saving throws as a result of moving deeper into the river.

You can enter the river physically, though at immense peril if you do so for more than a few moments. While physically in the river, you must immediately make the Charisma saving throw, treating the shallows of the river as being past the first gate, and you immediately act as though you have already spent 10 full minutes in the river.

Items left in the shallows or on the bank will remain there, though nothing protects them from the creatures of the river beyond your own ability to hide of otherwise protect them, and your lifeblood acts like a beacon for the spirits of the dead, and the spirits who have avoided death for long enough to become undead. The dead might simply beg you for help, hampering your movement and distracting your purpose, but the undead will wish to feed upon your lifeforce and leave you floating down the river toward the Final Gate, and oblivion.

You can leave the immediate vicinity of the River, and walk into the wider spirit world, but your special bond with The River is what anchors you in that world, and where you have the most power while in the spirit world.

Deadly Moves

At level 11, you gain new Shadow Moves. As with earlier moves, these can be used as a bonus action or in a way described by one of your other Assassin class features.

  • Plan B Is Usually Violence

    When you fail a deception, stealth, or sleight of hand check, you can use any shadow move you know that would normally be used as a bonus action or as part of an attack, as a reaction.

  • My Old Friend

    Study a creature. You have advantage on your next attack against the creature while they are vulnerable to you, as well as checks to track them or spy on them, and on deception and persuasion checks to impersonate someone they know or convince them to trust you, while they are vulnerable to you.

  • Knife In The Dark

    When you attack a creature that you have advantage on attacks against or that is under vulnerable to you and that is of CR 1 or lower, you can use this ability to attempt to instantly kill the target. The target is forced to make a constitution saving throw or be reduced to 0hp. The CR threshold for this ability increases to CR 2 at 13th level, CR 3 at 15th level, and CR 4 at 17th level. If the target succeeds on the save, they instead take the attack’s normal damage, including Mark damage if the target is under your mack and you choose to invoke the Mark.

Death’s Messenger

Beginning at 13th level, your mastery over death has made you more difficult to kill and has granted you deeper insight into the mysteries of Death. You can add your proficiency modifier to death saving throws, and you can cast Speak With Dead and Gentle Repose spells as rituals.

When you cast Gentle Repose on a creature, any attempt to contact or resurrect the creature is hampered, requiring a spellcasting ability check against your Assassin Save DC.

When you cast Speak With Dead, you can choose to do so by peering into the eyes of a corpse for the duration. If you do so, you become blinded for the duration, and see the creature’s last 24 hours of life from it’s perspective rather than the normal effects of the spell. You do not require material components to cast Speak With Dead. Any future attempts to communicate with the corpse require an ability check against your assassin save DC.

You are alerted if either ability check to bypass your effect succeeds. As long as you are on the same plane of existence, and if the check fails you can spend 2 Marks to choose to see and speak through the corpse’s perspective, if it is still dead.

Master of The Craft

At 17th level, you have mastered the Shadow magic that fuels your ritual magic.

You learn how to cast powerful magic as rituals. You learn forbiddance and feign death and add them to your ritual book, and death ward, which you can cast as a ritual. Doing so takes 1 hour to complete, and you cannot cast the spell again until a full lunar cycle has passed.

Rites of The Masters

At level 18, you gain followers and a stronghold of some kind.

Angel of Death

At 20th level, you become an avatar of the cycle of Death and Life. You do not suffer the effects of old age, though you can die of old age, disease, violence, or any other natural cause. When you die, you can choose to impart your knowledge and guidance to a successor, leaving a remnant of your spirit behind when you venture through the Nine Gates to oblivion. Your successor might find your companions and help them avenge your death or complete a final quest, or guide a a Conclave of Assassins in your honor, or any other final wish that you and your GM can agree upon. You can make this choice at any time within 1 year of your death, after which point you can no longer remain in the river without becoming a monster and losing yourself.

Alternatively, your successor might gain your guidance and knowledge only slowly, essentially gaining your remnant as an ethereal mentor on their path down the River.

When you are reduced to 0 hit points you do not fall unconcious, and rolling a natural 20 on a death saving throw restores 1d10 hit points, and you can immediately use a shadow action as a reaction. You still must make death saving throws as normal, dying with 3 failures and regain 1 hit point with 3 successes.

 

 

Conclaves of The Assassin

Assassins are varied, but most belong to a Conclave, and most Conclaves follow one of the Conclave archetypes listed here.

Any Conclave that focuses on physical movement, enhancing the mystical bond with the Mark target, and “death from above” tactics of swooping in from nowhere to strike then disappear, follow the Conclave traditions of the Peryton.

Those who empower their Mark with shadow magic, becoming shadows to steal life force from their targets while passing through objects and appearing from thin air to strike with lethal living shadows, follow the tradition of the Wraith Conclave.

Assassins who rely on varied poisons, while using mobility to keep out of the reach of reprisal, making even a small cut into a lethal strike, rely on the skills pioneered by the Manticore Conclave.

Perhaps most terrifying of all are the Conclaves who look to the traditions of the Doppelganger, who teach a combination of manipulation, disguise, and mind-bending magic, to charm and frighten their targets, turn their allies against them, and often take down their target without ever touching them.

Regardless of your Conclave, you will gain new abilities and improve core Assassin features as you level, and gain reputation within the secret circles of the Assassins.

 

 

Conclave of The Peryton

Incredible athletes, highly skilled in tracking, social engineering and blending into a crowd, the Perytons are students of the oldest traditions of the Assassins. Their most lethal tools are an intense focus on their prey and a preternatural ability to leap from great heights unharmed, often following their prey from rooftops and landing upon them from several stories up, the mark dead before the assassin takes their next step.

Heart Seeker

At 3rd level, when a creature is under your Mark, you know their exact direction from you, and can tell roughly how close they are by the sound of their heartbeat, as long as they are within 100ft of you. This may also provide you with advantage on checks to determine their mood, if they are lying, or other clues about their mental and emotional state, at the DM’s discretion.

Death From Above

At 3rd level, you gain a climb speed equal to your speed.

Additionally, when you would take falling damage, you can reduce the damage by a number equal to 5 times your Assassin level as a reaction. When you do so, you do not fall prone if you reduce falling damage to 0.

Landing on a creature causes that creature to take the falling damage that you avoid with this ability, if they fail a dexterity saving throw, or half damage if they succeed.

Flight of The Peryton

Starting at 6th level, you no longer provoke opportunity attacks when you are falling or flying, or when you take the Dash action. When you Dash, or use a Shadow Move that increases your speed, you increase your jump distance and height by a number of feet equal to your dexterity score.

Eagle Perch

When you view an area from a height of at least 100ft, you can enter a state of deep focus and unrivaled perception, surveying up to 1 mile radius from your space. You must concentrate, as if on a spell, for 10 minutes, in order to use this ability, and you cannot do so again until you finish a long rest. This state of focus lasts for 10 minutes, so long as you do not lose concentration, and requires no action to end.

You do not suffer disadvantage on any check that relies on sight, even when viewing something up to 1 mile away, while in this state of focus.

You can take any action that relies purely on vision, such as your Heart Seeker ability or placing a Mark on a target, as if you were within the normal range of the target, though this does not allow you to ignore the range of weapons or spells.

For the next 24 hours, you have advantage on checks to search the area, find your way, or avoid clear dangers such as enemy soldiers or large predatory beasts.

Perfect Fall

Starting at level 10, When you fall more than 10ft, and reduce falling damage as a reaction, you can spend 1 Mark to fall with perfect precision, targeting a specific space, and reducing the damage by an additional amount equal to your Mark damage. If you target a creature while falling, they must make a dexterity saving throw or take all of the damage you rolled to reduce the fall damage, even if it exceeds the maximum damage, you could have taken from the fall. If they succeed, they still take half damage.

Master of The Peryton

Starting at 15th level, you learn the Scrying spell and can cast it as a ritual. When you successfully scry on a target, you can place your Mark upon them, regardless of distance. You regain the ability to do so when you finish a long rest. If the target succeeds in the saving throw and the scry fails, you do not lose the use of this ability, but you cannot use it on the same target again for 24 hours.

 

 

Conclave of The Doppelganger

Here you can provide an overview of the archetype.

Malleable Features

At 3rd level, you gain the ability to study another humanoid and adopt their appearance and mannerisms later. After 10 minutes of direct interaction, or 1 hour of study, you can make a Wisdom (Insight) or Intelligence (Investigate) check against the creature’s Charisma (Deception).

If you succeed, you gain the ability to adopt their likeness, mannerisms, name, and even very simple memories like common phrases and names of close associates, though no details related to them, as a false identity. You can hold a number of such identities in your mind equal to your intelligence modifier. You can adopt the appearance as a Shadow Move. You have advantage on any check to avoid detection of the deception.

As part of your training to study the minds of others, you have also developed a minor form of telepathy, and you learn the message spell. When you cast it, it has no components, and you needn’t speak aloud your message.

Terrible Visage

Also at level 3, you gain the ability to bring fear into the heart of creatures who can see and hear you. When you invoke a Mark on an enemy, you can reduce the extra damage by 2d10 to instead force any hostile creature that can see you to make a Wisdom saving throw or be frightened of you for 1 minute. The targets can make the save again at the end of each of their turn for the duration of the effect. ending the effect if they succeed.

Thread of Deceit

Starting at 6th level, you have learnt the secrets of an arcane form of tailoring. When you create a disguise, you can sew patterns of illusion and conjuration into a set of clothes. As a Shadow Move, or as part of your Malleable Features ability, you can change the colors and any visible patterns of a prepared disguise. You can prepare disguises this way up to a number equal to your intelligence modifier. You can also use this to cast the mirror image spell and regain the ability to do so when you complete a long rest.

An Open Book

Starting at 10th level, when you study a humanoid creature, you can glean more of their surface thoughts. You can spend 3 Marks to cast the Detect Thoughts spell while studying a creature with your Malleable Features ability, targeting the object of your study.

Let The Dead Lie

At level 15, you can study a creature as a Shadow Action, as if using your malleable feature’s ability, if the target was reduced to 0hp within 1 minute or is unconscious. When you do, you can immediately take on their appearance, vocal traits, and mannerisms. If you spend 1 Mark while you do so, you can “ask” the target 1 question, to which you gain a truthful answer.

 

 

Conclave of The Mimic

The mimic places traps in mundane items, uses clever devices hidden as common items to reach their targets and escape the scene.

Level 3 Mimic Tricks

You learn how to make specialized devices that can either be integrated into a hidden weapon (if you have one), or a separate device. Select from the following. You can build, or replace a single lost or broken device, during a short rest. Otherwise, doing so takes several hours per device.

You also gain proficiency in tinker tools. If you already have proficiency, you gain expertise. You can use your tinker tools to disarm, disassemble, and build traps. If you successfully disarm a trap, you learn it’s workings, and can replicate it with appropriate time and materials. Work with your DM on the details of any trap you want to take apart and learn to how build, and what is required to build it.

  • A spring loaded grappling cord with a barbed tip. It has a range of 30ft and is strong enough to hold the weight of up to your Int modifier medium creatures at one time. When it has no more than 1 medium creature worth of weight on it, you can use your action to pull the cord in, either pulling you toward the grappled end of the cord or pulling an unattended object or a creature toward you. An unwilling creature must succeed on a strength save against your assassin save DC to avoid being pulled. This device can be attached to a ranged weapon.

  • An enhanced spyglass. You can see up to 1 mile away as if you were viewing something within 100 ft of you. Creatures you see through your spyglass count as being within 100ft of you. You have Darkvision when using this spyglass, within the limited field of view of the spyglass.

  • A spring-loaded trap, hidden in a mundane item no larger than a small chest. The trap’s dexterity save DC is your assassin save DC, and the trap deals damage equal to 1d10+your assassin level, or half damage on a successful saving throw.

Tools of The Trade

Additionally at 3rd level, you gain proficiency with the Tinker Tools and Forgery Kit, if you do not have them already.

Still As Stone

Starting at 6th level, you gain the ability to change the colors and texture of your skin and clothing, and to hold yourself perfectly motionless for extended periods. You must not use more than half your movement before using this ability, and you can use none afterward on the same turn. As an action, you can Hide as if your were heavily obscured even if you are not obscured at all, creating a chameleon’s illusion of your coloration and textures so real you effectively become invisible, or become indistinguishable from a statue. If a character becomes suspicious that something is wrong, they have disadvantage on checks made to visually determine the truth, and if you are mimicking a statue they still have disadvantage on a physical inspection.

If your ruse is discovered, you can immediately use a Shadow Move as a reaction.

You cannot use this ability again until you complete a long rest, or spend 1 Mark to regain the ability.

Masterwork Tools

Starting at 10th level, you rebuild your specialized devices and tools, including the tools chosen from the Assassin’s Tools feature. These tools provide a 1d4 bonus to ability checks made with them.

Master of The Mimic

Starting at 15th level, you can choose an additional assassin’s tool. This tool benefits from the bonus given by your masterwork tools feature, as do your checks to hide or remain hidden, and your saving throws against traps.

 

 

Conclave of The Shadow

You have embraced the shadowy magic that all assassins at least dabble in, becoming a master of shadows.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics and Performance skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Shadow Dance

Starting at 3rd level, you have bound a part of your soul to your own shadow, making it semi-animate under your will. You gain the following new Shadow Moves as a result.

  • Shadow Form

    As a Shadow Move or as a reaction when you take damage, you can enter your Shadow Form and teleport to a space you can see within 30ft, becoming insubstantial until the end of your next turn. While insubstantial, you take half damage from all damage except radiant, and you can attempt to hide while only lightly obscured. You can use this ability once, and regain the use of it by spending a Mark.

  • Shadow Friend

    Additionally, you have learned how to call upon the shadows to create an ally. As a Shadow Move, you can conjure a shadow to fight beside you. Use the states of the summon beast spell, using 1/3 your assassin level as the spell level

In League With The Dark

at level 6, gain some shadow spells

Greater Shadow Form

At level 10, your Shadow Form has grown in power.

level 15

you gain the ability to turn your allies insubstantial for a turn when you use your shadow form

 

 

Conclave of The Night

At Home In The Dark

You gain Darkvision out to 60ft, or your existing Darkvision increases in range by 60ft.

Children of The Night

When you gain this Conclave, you must choose either the aspect of Moon, or Hunter. You gain certain benefits depending on your choice.

You can take an unnatural form depending on your choice.

You can take this form once, and regain the ability when you finish a short or long rest, or when you spend a Mark to regain a use of the ability. You can also regain a use of this ability if you reduce a Marked enemy to 0hp. The form lasts for 1 hour.

Regardless of your choice, when you enter the form, you gain temporary hit points equal to 1d10+intelligence modifier and your speed increases by 10ft.

The Moon

You add your intelligence modifier to Charisma (Intimidation) and Wisdom (Perception) checks, and you gain advantage on checks involving smell or hearing.

Your hands grow claws and your teeth extend, giving you natural weapons that deal 1d10 damage on a hit and use your dexterity or intelligence to determine attack and damage.

You have advantage on strength ability checks and are large for the purposes of carrying capacity, and weight limits to what you can move. When you use a Shadow Move, you can also regain hit points equal to your Intelligence Modifier, once per round.

The Hunter

You add your intelligence modifier to Charisma (Persuasion) and Wisdom (Insight) checks, and your Darkvision doubles in range.

You can take the Dash or Disengage Action when you use any Shadow Move. You can do each only once per round.

Your bite deals 1d6 necrotic damage, using your dexterity or intelligence to determine your attack and damage.

As a Shadow Move or as part of an attack, you can invoke your Mark but choose to deal half damage. When you do so, you can try to immobilize the target. The target must succeed on a charisma saving throw or be restrained for 1 minute. The target can make a new saving throw to end the effect at the end of each of its turns, and you must concentrate on the effect as if on a spell.

If you do so as a shadow move, the target takes half the damage if they succeed on the Charisma saving throw.

 

 

Conclave of The Naga

Poisoner’s Secrets

At level 3, you gain the knowledge of the crafting of the basic poison in the PHB, and 3 of the Conclave Poisons listed below. Each Conclave Poison builds upon the basic poison, adding the listed effects to the damage of the basic poison.

You can make a number of Conclave Poisons equal to your proficiency modifier, and each one lasts 24 hours before losing efficacy.

When you make a Conclave Poison, you can choose to instead spend 2 uses to make a gas in a glass vial or a specially crafted arrow that affects creatures within 5 ft of the space in which the vial is broken, or to make a flavored or flavorless additive that can be added to food or drink.

You learn an additional Conclave Poison formula at levels 6, 13, and 18.

Regardless of the delivery method, the DC is your assassin save DC.

  • Sleep Tincture. The target must save or fall unconscious. They can make a new save any time they take damage after the initial damage, and at the end of every minute, another creature can wake them by shaking them as an action. If the target is dropped to 0hp or fewer by this poison, it is unconscious until treated with a medicine check against your save DC.

  • Rictus Tincture. The target must save or be restrained for 1 minute. They can make a new save by using their action to try to shake off the effect.

  • Reflex Tincture. A creature that drinks this tincture loses 1d10 hit points, and then gains advantage on dexterity saving throws and a +5 ft bonus to speed for 1 minute.

  • Bloodfire Poison. The target is poisoned. If you deal Mark damage to the target while it is poisoned by this poison, the target also takes fire damage equal to 1d10+your intelligence modifier immediately and must succeed at the beginning of each subsequent turn for 1 minute, or take 1d10+your intelligence modifier fire damage. IF the target succeeds on a saving throw against the lingering effects of the poison, the effect ends, and they are no longer poisoned.

  • Weaponized Hallucinogen. The target must succeed on a Wisdom saving throw of become frightened. The target can make a new wisdom saving throw at the end of subsequent turns. When subjected to the poison, and at the beginning of each turn while still under the effects, the target must roll a 1d6. On a 1, the target falls prone, and has disadvantage on its next saving throw. On a 2-5, the target makes a single melee weapon attack against the nearest creature other than itself. On a 6, the target is able to choose its own action as normal, subject to the effects of being frightened.

An Honest Living

At 3rd level, you gain proficiency with the Poisoner’s Kit, and with either Cooking Utensils or Brewing Tools. If you already have one of these proficiencies, you can gain proficiency in an artisan’s tool of your choice, instead.

Strike of The Naga

Starting at 6th level, you can modify any poison you craft so that it targets a specific type of creature, such as fiends or monstrosities. Those creatures lose any poison resistance or advantage on saving throws against this poison, and they lose any resistance or advantage against any poison. The effects of the poison are the same as a poison formula you know, otherwise.

Additionally, if a poisoned target is also under your Mark, any attack you make against them is a critical hit if the d20 shows an 18, 19, or 20.

Master of Poisons

Starting at 10th level, targets under your Mark have disadvantage on saves against poison damage or being poisoned, or ending an effect from a poison.

You, meanwhile, are immune to poison damage and the poison condition.

Level 15 Death’s Blood

Starting at 18th level, critical hits you score against poisoned targets deal an extra 1d10 poison damage, and you learn a powerful secret Conclave poison formula shared only with true master poisoners. Death’s Blood poison, as described below.

  • Death’s Blood. The target of this poison must be under your Mark in order to come under the effect of the poison. The target is poisoned. When you deal Mark damage to the target, it must succeed on a constitution saving throw, or the attack is a critical hit regardless of the number on the d20.

 

 

Conclave of The Coatl

Like the 4e avenger/covenant agent

 

 

Conclave of The Shadow Dragon

At 3rd level, you gain the ability to cast certain spells. Intelligence is your spellcasting ability score for these spells.

You learn 3 spells when you chose this Conclave, and learn an additional spell at every assassin level after that. The spell must be of a level you can cast. Your spell slots, and spells prepared, are shown on the Conclave of The Shadow Dragon Spellcasting Table.

You also learn 2 cantrips from the following list: Chill Touch, Cut of The Grave*, Greenflame Blade, Mage Hand, Minor Illusion, Sapping Sting, Spare The Dying, Toll the Dead.

You spells can come from the primal spell list or from the spell list included in this document, but cannot be from the evocation or necromancy schools.

You can invoke Marks when dealing damage with a spell, so long as the spell’s level is no higher than 1.

##### Conclave of The Lycan Spellcasting Table
Subclass Level Cantrips Known Spells Prepared 1st Spell 2nd Slots 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 9 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1