Assassin v1.3.1 #
Assassinate (2) #
- You have advantage on Initiative rolls.
- During the first round of each combat, you have advantage on Attack rolls against any Creature that hasn’t taken a turn. If you hit with an Attack that applies Vital Strike during that round, the target takes extra Damage of the Weapon’s Type equal to your Rogue Level.
Infiltration Expertise (9) #
- The original “Imposter” feature offered at Level 13 is now combined into this feature.
- You have advantage on Deception Checks.
- Over the course of a Long Rest you can transform one Disguise you have created via your Disguise Kit into a False Identity, to do so you spend some time conceiving of the Identity’s Speech, Handwriting, Mannerisms, and any Information they might reasonably know. You can also near-perfectly mimic another person’s speech, handwriting, or both if you have spent at least one hour studying each one.
- Additionally you can use your Steady Aim feature as a Bonus Action regardless of weather you have moved or used any of your speed and it does not reduce your speed to 0.
Lethal Sting (13) #
- Whenever you deal Poison Damage with an Attack the target must succeed on a Constitution Saving Throw (DC 8 + your Dexterity Modifier + your Proficiency Bonus), or suffer the Poisoned Condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. On every failed save the target takes 2d6 Poison Damage, this Damage ignores Resistance to Poison Damage.
Death Strike (17) #
- When you hit with your Vital Strike on the first round of a combat, the target must succeed on a Constitution Saving Throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or the Attack’s Damage is doubled against the target.