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Skilled Assassin


Proficiency Score: +9

Medium; [dependent]; humanoid


Armor Class: 27 (+5 Dex, +3 Armor, +9 Proficiency)

Hit Points: 108 (9d10+18)

Speed: 30 feet

Initiative: +5 (advantage)


STRDEXCONINTWISCHA
10 (+0)20 (+5)14 (+2)14 (+2)12 (+1)8 (–1)

Saves: 

  • Fortitude +11
  • Reflex +14
  • Will +1

Skills: 

  • Acrobatics +14
  • Athletics +9
  • Crafting (poisons) +11
  • Deception +8
  • Insight +10
  • Perception +10
  • Society +11
  • Stealth +14
  • Thievery +14

Senses: Passive Perception 20, dark vision 60 feet

Languages: [2 Languages]


Poisons. A Skilled Assassin crafts their own poisons, altering those they use.

Sneak Attack. The following is on any attack that has advantage or against any enemy the Skilled Assassin is flanking with an ally.

  • Add 2d8 damage
  • Apply one of the following penalties:
    • The target takes -2 penalty to their AC (made a -4 penalty for the Assassin’s attacks)
    • The target’s Speed is reduced by half (minimum 5) and they cannot take the Step action
  • Opponents cannot take reactions for a round

Extra abilities:

  • As a Double Action, the Skilled Assassin can reroll any 1s on the sneak attack damage (no die can be rolled more than once)
  • Once per 24 hours on any creature the Skilled Assassin Sneak Attack damage, they can inflict one of the following on the target:
    • Asleep Condition for 1d4 hours
    • Paralyzed Condition for 2d6 rounds, or
    • Dead Condition on a failed DC 24 Fortitude save.

Actions

Apply Poison. As a single action, the Skilled Assassin can apply poison to a weapon.

Dagger (1 hand). Melee/Ranged Attack +14/+10/+6 (agile, finesse, thrown 10 feet, versatile slashing) with 2d4 piercing damage.

Katar (1 hand). Melee Attack +14/+10/+6 (agile, deadly d6, finesse) with 2d6 piercing damage.


Equipment