Assassin (from The Void)
Designed by
About this class
Player may spend 3 HOPE to clear 3 STRESS.
Domains
Midnight
Blade
Starting stats
Hope feature
Class features
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Marked For Death
On a successful weapon attack, you can *mark a Stress* to make the target **Marked for Death**. Attacks you make against a target that's **Marked for Death** gain a bonus to damage equal to *+1d4* per tier.
You can only have one adversary **Marked for Death** at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of *Fear* equal to your *Proficiency* to remove the **Marked for Death** condition. Otherwise, it ends automatically when you take a rest.
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Get In & Get Out
*Spend a Hope* to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has *advantage*.
Class items
- A list of names with several marked off
- Or
- A mortar and pestle
Character questions
Background prompts
- What organization trained you in the art of killing, and how did you gain membership into it?
- Throughout your entire career, one target has eluded you. Who are they, and how have they managed to slip through your fingers?
- You always do what you must to take down your target, but there's one line that you will never cross. What is it?
Connection prompts
- What about me frightens you?
- You once asked me to do something that keeps you up at night. What was it?
- What secret about myself did I tell you, and how did it change your view of me?
Subclass cards
Printable via header menu
Executioner’s Guild
Foundation
SPELLCAST TRAIT: Agility
First Strike: The first time in a scene you succeed on an attack roll, double the damage of the attack.
Backstab: Your “Marked for Death” feature uses d6s instead of d4s.
Executioner’s Guild
Poisoner’s Guild
Foundation
SPELLCAST TRAIT: Knowledge
Toxic Concoctions: Mark a Stress to add 1d4+1 tokens to this card. On your next long rest, clear this card. You know these poisons:
- Gorgon Root: The target gains a permanent -1 penalty to their Difficulty. This can only affect them once.
- Grave Spore: The target must also mark a Stress.
- Leech Weed: Gain a +1d6 bonus to damage on this attack.
Envenomate: When you make a successful weapon attack, you can spend a token from this card to afflict the target with a known poison’s effect.
Poisoner’s Guild
Specialization
Poison Compendium: You also know these poisons:
- Midnight’s Veil: The target gains a permanent -2 penalty to attack rolls. This can only affect them once.
- Ghost Petal: Permanently decrease the damage dice of the target’s standard attack by one step (d10 to d8, d8 to d6, etc.). This can only affect them once.
Adder’s Blessing: You are immune to poisons and other toxins.
Poisoner’s Guild
Mastery
Venomancer: You also know these poisons:
- Blight Seed: The target gains a permanent -3 penalty to their damage thresholds. This can only affect them once.
- Fear Leaf: This attack gains a damage bonus equal to the result of your FearDie.
Twin Fang: When you afflict a target with a known poison’s effect, you can spend an additional token to inflict the effect of a second known poison.
Assassin (from The Void)
Player may spend 3 HOPE to clear 3 STRESS.
Domains
Midnight + Blade
Starting Evasion
12
Starting Hit Points
5
Class Items
- • A list of names with several marked off
- • Or
- • A mortar and pestle
Assassin (from The Void)’s Hope Feature
Grim Resolve : Spend 3 Hope to clear 2 Stress.
Class Features
Marked For Death
On a successful weapon attack, you can *mark a Stress* to make the target **Marked for Death**. Attacks you make against a target that's **Marked for Death** gain a bonus to damage equal to *+1d4* per tier. You can only have one adversary **Marked for Death** at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of *Fear* equal to your *Proficiency* to remove the **Marked for Death** condition. Otherwise, it ends automatically when you take a rest.
Get In & Get Out
*Spend a Hope* to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has *advantage*.
Assassin (from The Void) Subclasses
Choose either the Executioner’s Guild or Poisoner’s Guild subclass.
Executioner’s Guild
Stab Harder!
Spellcast Trait
Agility
Foundation Features
First Strike: The first time in a scene you succeed on an attack roll, double the damage of the attack.
Backstab: Your “Marked for Death” feature uses d6s instead of d4s.
Specialization Feature
Death Strike: When you deal Severe damage to a creature, you can mark a Stress to make them mark an additional Hit Point.
Scorpion’s Poise: You gain a +2 bonus to your evasion against any attacks made by a creature Marked for Death.
Mastery Feature
Poisoner’s Guild
The Knife Becomes The Apple
Spellcast Trait
Knowledge
Foundation Features
Toxic Concoctions: Mark a Stress to add 1d4+1 tokens to this card. On your next long rest, clear this card. You know these poisons:
- Gorgon Root: The target gains a permanent -1 penalty to their Difficulty. This can only affect them once.
- Grave Spore: The target must also mark a Stress.
- Leech Weed: Gain a +1d6 bonus to damage on this attack.
Envenomate: When you make a successful weapon attack, you can spend a token from this card to afflict the target with a known poison’s effect.
Specialization Feature
Poison Compendium: You also know these poisons:
- Midnight’s Veil: The target gains a permanent -2 penalty to attack rolls. This can only affect them once.
- Ghost Petal: Permanently decrease the damage dice of the target’s standard attack by one step (d10 to d8, d8 to d6, etc.). This can only affect them once.
Adder’s Blessing: You are immune to poisons and other toxins.
Mastery Feature
Venomancer: You also know these poisons:
- Blight Seed: The target gains a permanent -3 penalty to their damage thresholds. This can only affect them once.
- Fear Leaf: This attack gains a damage bonus equal to the result of your FearDie.
Twin Fang: When you afflict a target with a known poison’s effect, you can spend an additional token to inflict the effect of a second known poison.
Background Questions
Answer any of the following, or create your own.
- • What organization trained you in the art of killing, and how did you gain membership into it?
- • Throughout your entire career, one target has eluded you. Who are they, and how have they managed to slip through your fingers?
- • You always do what you must to take down your target, but there's one line that you will never cross. What is it?
Connections
Ask one of the following, or improvise.
- • What about me frightens you?
- • You once asked me to do something that keeps you up at night. What was it?
- • What secret about myself did I tell you, and how did it change your view of me?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.