BR:Assassin

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A Dunmer assassin stalks his target.

Assassin

Trained in the art of death, Assassins rely on stealth, poison, and speed to eliminate their foes with deadly efficiency. Diverse in their practice, Assassins include ruthless murderers, hired killers, bounty hunters, principled agents of noble causes, and even priests trained to exterminate the enemies of their deity.

Assassin Features
Level Feature
3rd Poison Master
9th Nimble Attacks
13th Assassinate
17th Death Strike

Poison Master

When you choose this archetype at 3rd level, you learn how to make unique poisons designed to coat your weapon of choice.

You gain proficiency with the poisoner's kit and learn two assassin's poisons of your choice. Your poison options are detailed at the end of the Assassin's description. You learn one additional assassin's poison of your choice at 9th level, and again at 13th, and 17th level.

Poisons. Once each day, when you spend 1 hour gathering materials and creating poison, you create a series of vials with the various assassin's poisons you know. You can use any combination of these poisons an amount of times equal to your Intelligence modifier.

On your turn, you can use a bonus action to apply the poison to a weapon, a piece of ammunition, trap components, or other objects that deal piercing or slashing damage. The object remains potent for the next minute, until the poison is delivered through a wound, a new poison is applied, or the poison is washed off. The potency of all unused poisons is lost after 24 hours.

Saving Throws. Your poisons require your target to make an Endurance saving throw to resist the poisons effects. On a failed save, the target is effected by the poison as noted in its description. On a successful save, the target takes half the amount of damage and suffers no other effects. An affected creature can make another saving throw at the start of each of their turns. The saving throw DC is calculated as follows:

Assassin's Poison save DC = 8 + your proficiency bonus + your Intelligence modifier

Nimble Attacks

Starting at 9th level, whenever you roll initiative, roll an additional 1d8 and add the result to the total.

Assassinate

Starting at 13th level, you are at your deadliest when you get the drop on your enemies. 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.

Death Strike

Starting at 17th level, you become a master of instant death. The first time on your turn when you attack and hit a creature that is surprised, it must make an Endurance saving throw (DC 8 + your Agility modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Assassin's Poisons

If an assassin's poison has prerequisites, you must meet them to learn it. You can learn the poison at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class.

Basic Poison

A creature hit by an item with Basic Poison applied to it takes an additional 1d6 poison damage and is poisoned for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Blinding Poison

A creature hit by an item with Blinding Poison applied to it takes an additional 1d4 poison damage and is blinded for 1 minute.

This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Crippling Poison

Prerequisite: 9th level
A creature hit by an item with Crippling Poison applied to it takes an additional 1d6 poison damage and has disadvantage on all saving throws for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Defiling Poison

A creature hit by an item with Defiling Poison applied to it takes an additional 1d6 poison damage and any healing the creature receives is nullified for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Delayed Poison

Prerequisite: 13th level
A creature hit by an item with Delayed Poison applied to it takes 5d6 poison damage at the start of your next turn on a failed save, or half as much on a successful save.

This poison's damage increases by 3d6 when you reach 17th level (8d6).

Hallucinating Poison

Prerequisite: 9th level
A creature hit by an item with Hallucinating Poison applied to it takes an additional 1d6 poison damage and the creature hallucinates wildly for 1 minute.

The affected creature attacks the nearest creature to it, but has disadvantage on all of it's attacks. Any attacks made against the affected creature has advantage.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Hindering Poison

A creature hit by an item with Hindering Poison applied to it takes an additional 1d4 poison damage and their movement speed is reduced to 5 for 1 minute.

This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Luminescent Poison

A creature hit by an item with Luminescent Poison applied to it takes an additional 1d4 poison damage and emits a dim light in a 10-foot radius for the next minute.

Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.

This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Magicka Draining Poison

A creature hit by an item with Magicka Draining Poison applied to it takes an additional 1d4 poison damage and their magicka is reduced by 1d4.

This poison's damage and magicka reduction increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Mind-clouding Poison

Prerequisite: 9th level
A creature hit by an item with Mind-clouding Poison applied to it takes an additional 1d6 poison damage and has disadvantage on concentration saves for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Silencing Poison

Prerequisite: 13th level
A creature hit by an item with Silencing Poison applied to it takes an additional 2d4 poison damage and are unable to speak or cast spells that require verbal components.

This poison's damage increases by 1d4 when you reach 17th level (3d4).

Vulnerability Poison

Prerequisite: 13th level
A creature hit by an item with Vulnerability Poison applied to it takes an additional 2d4 poison damage and the creature is vulnerable to the next attack made against it.

This poison's damage increases by 1d4 when you reach 17th level (3d4).