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Split the Assassin from the Rogue back into its own class
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8520249" data-attributes="member: 6871653"><p>Here's my revised assassin.</p><p></p><p><strong>Level 3: Assassin's Tool's</strong></p><p><span style="font-size: 12px">You gain proficiency with the disguise kit and your choice of either poisoner's kit or forgery kit.</span></p><p></p><p><strong>Level 3: Heart Seeker</strong></p><p><span style="font-size: 12px">You can make an attack that pierces through most defenses. As an action, you can make one attack with you a weapon with the light property. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. </span></p><p><span style="font-size: 12px">During the first round of combat, if you hit a creature that has no yet acted with this feature, the attack is automatically a critical hit.</span></p><p></p><p><strong>Level 9: Infiltrator</strong></p><p><span style="font-size: 12px"> You can unfailingly create false identities for yourself. You must spend one full day and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. You can don or remove a disguise in 1 minute. Upon donning a disguise and behaving as your identities, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.</span></p><p></p><p><strong>Level 13: Darting Ghost</strong></p><p><span style="font-size: 12px">When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. You have advantage on Initiative while invisible this way. </span></p><p></p><p><strong>Level 17: Death Attack</strong></p><p><span style="font-size: 12px">When you score a critical hit on a creature, it must also make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or falls to 0 hp. On successful save, the creature is stunned until the start of its next turn.</span></p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8520249, member: 6871653"] Here's my revised assassin. [B]Level 3: Assassin's Tool's[/B] [SIZE=3]You gain proficiency with the disguise kit and your choice of either poisoner's kit or forgery kit.[/SIZE] [B]Level 3: Heart Seeker[/B] [SIZE=3]You can make an attack that pierces through most defenses. As an action, you can make one attack with you a weapon with the light property. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. During the first round of combat, if you hit a creature that has no yet acted with this feature, the attack is automatically a critical hit.[/SIZE] [B]Level 9: Infiltrator[/B] [SIZE=3] You can unfailingly create false identities for yourself. You must spend one full day and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. You can don or remove a disguise in 1 minute. Upon donning a disguise and behaving as your identities, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.[/SIZE] [B]Level 13: Darting Ghost[/B] [SIZE=3]When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. You have advantage on Initiative while invisible this way. [/SIZE] [B]Level 17: Death Attack[/B] [SIZE=3]When you score a critical hit on a creature, it must also make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or falls to 0 hp. On successful save, the creature is stunned until the start of its next turn.[/SIZE] [/QUOTE]
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Split the Assassin from the Rogue back into its own class
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