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Assassin Variant: Poisoner, not Infiltrator
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<blockquote data-quote="Stormonu" data-source="post: 9027526" data-attributes="member: 52734"><p>I have come to despise the Assassin subclass for Rogue. With your player wanting a poisoner, I'd take a glance at the Artificer and Alchemist subclass for a few ideas. Creating a poisoned infusion (experimental elixir ability) that you apply to enemies instead of yourself seems like it would be very appropriate.</p><p></p><p>Also, including my Slayer replacement for Assassin, if anyone is interested.</p><p>[spoiler]</p><h3>Slayer</h3><p>The slayer is a vigilante who has devoted themselves to the destruction of an individual, organization or even a creature. Gifted with a knack for finding and dispatching foes, they are feared for their reputed abilities to get past any defense or barrier to locate and dispatch their target.</p><p></p><h4>Bonus Proficiencies</h4><p>When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.</p><p></p><h4>Find And Dispatch</h4><p>Starting at 3rd level, you gain access to a small group of spells. You can use one of the two spells of each spell level once per long rest. Your spellcasting ability for these spells is Intelligence and the DC is 8 + your Proficiency Modifier + your Intelligence modifier.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: left">Level</p> </th><th><p style="text-align: left">Spell</p> </th></tr><tr><td><p style="text-align: left">3rd</p> </td><td><p style="text-align: left">Disguise Self, Expedious Retreat (self only)</p> </td></tr><tr><td><p style="text-align: left">5th</p> </td><td><p style="text-align: left">Invisibility (self only), Silence</p> </td></tr><tr><td><p style="text-align: left">7th</p> </td><td><p style="text-align: left">Gaseous Form (self only), Nondetection (self only)</p> </td></tr><tr><td><p style="text-align: left">9th</p> </td><td><p style="text-align: left">Arcane Eye, Locate Creature</p> </td></tr><tr><td><p style="text-align: left">11th</p> </td><td><p style="text-align: left">Mislead, Passwall</p> </td></tr><tr><td><p style="text-align: left">13th</p> </td><td><p style="text-align: left">Eyebite, True Seeing (self only)</p> </td></tr><tr><td><p style="text-align: left">15th</p> </td><td><p style="text-align: left">Project Image, Teleport (self only)</p> </td></tr></table><h4>Slayer’s Strike</h4><p>At 3rd level, you can use your bonus action to give yourself advantage on your next attack.</p><p></p><p>You also 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.</p><p></p><h4>Lingering Strike</h4><p>At 9th level, when you hit an opponent with an attack, at the start of their turn they must make a Constitution saving throw (DC of 8 + your proficiency modifier + Dexterity modifier). On a failure, they take damage equal to your proficiency modifier. On a success, this effect ends. A creature may only be affected by one lingering strike at a time, regardless of the number of times it has been hit.</p><p></p><h4>Death Strike</h4><p>Starting at 13th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.</p><p></p><h4>Nothing is Invincible</h4><p>At 17th level, as a bonus action, when you attack you can negate a target’s damage resistances and treat the target’s damage immunities as damage resistances. You can do this a number of times equal to your proficiency modifier. You regain all uses of this ability after a long rest.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9027526, member: 52734"] I have come to despise the Assassin subclass for Rogue. With your player wanting a poisoner, I'd take a glance at the Artificer and Alchemist subclass for a few ideas. Creating a poisoned infusion (experimental elixir ability) that you apply to enemies instead of yourself seems like it would be very appropriate. Also, including my Slayer replacement for Assassin, if anyone is interested. [spoiler] [HEADING=2]Slayer[/HEADING] The slayer is a vigilante who has devoted themselves to the destruction of an individual, organization or even a creature. Gifted with a knack for finding and dispatching foes, they are feared for their reputed abilities to get past any defense or barrier to locate and dispatch their target. [HEADING=3]Bonus Proficiencies[/HEADING] When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. [HEADING=3]Find And Dispatch[/HEADING] Starting at 3rd level, you gain access to a small group of spells. You can use one of the two spells of each spell level once per long rest. Your spellcasting ability for these spells is Intelligence and the DC is 8 + your Proficiency Modifier + your Intelligence modifier. [TABLE] [TR] [TH][LEFT]Level[/LEFT][/TH] [TH][LEFT]Spell[/LEFT][/TH] [/TR] [TR] [TD][LEFT]3rd[/LEFT][/TD] [TD][LEFT]Disguise Self, Expedious Retreat (self only)[/LEFT][/TD] [/TR] [TR] [TD][LEFT]5th[/LEFT][/TD] [TD][LEFT]Invisibility (self only), Silence[/LEFT][/TD] [/TR] [TR] [TD][LEFT]7th[/LEFT][/TD] [TD][LEFT]Gaseous Form (self only), Nondetection (self only)[/LEFT][/TD] [/TR] [TR] [TD][LEFT]9th[/LEFT][/TD] [TD][LEFT]Arcane Eye, Locate Creature[/LEFT][/TD] [/TR] [TR] [TD][LEFT]11th[/LEFT][/TD] [TD][LEFT]Mislead, Passwall[/LEFT][/TD] [/TR] [TR] [TD][LEFT]13th[/LEFT][/TD] [TD][LEFT]Eyebite, True Seeing (self only)[/LEFT][/TD] [/TR] [TR] [TD][LEFT]15th[/LEFT][/TD] [TD][LEFT]Project Image, Teleport (self only)[/LEFT][/TD] [/TR] [/TABLE] [HEADING=3]Slayer’s Strike[/HEADING] At 3rd level, you can use your bonus action to give yourself advantage on your next attack. You also 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. [HEADING=3]Lingering Strike[/HEADING] At 9th level, when you hit an opponent with an attack, at the start of their turn they must make a Constitution saving throw (DC of 8 + your proficiency modifier + Dexterity modifier). On a failure, they take damage equal to your proficiency modifier. On a success, this effect ends. A creature may only be affected by one lingering strike at a time, regardless of the number of times it has been hit. [HEADING=3]Death Strike[/HEADING] Starting at 13th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. [HEADING=3]Nothing is Invincible[/HEADING] At 17th level, as a bonus action, when you attack you can negate a target’s damage resistances and treat the target’s damage immunities as damage resistances. You can do this a number of times equal to your proficiency modifier. You regain all uses of this ability after a long rest. [/spoiler] [/QUOTE]
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Assassin Variant: Poisoner, not Infiltrator
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