Assassin
About this class
Domains
Blade
Midnight
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
- a mortar and pestle inscribed with a mysterious insignia
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
Executioners 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.
Ambush: Your "Marked for Death" features uses d6s instead of d4s.
Executioners Guild
Specialization
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 attack made by a creature Marked for Death.
Executioners Guild
Mastery
True Strike: Once per long rest, when you fail an attack roll, you can spend a Hope to make it a success instead.
Backstab: Your "Marked for Death" features uses d8s instead of d6s.
Poisoners Guild
Foundation
SPELLCAST TRAIT: Knowledge
Toxic Concoctions: Mark a Stress to add 1d4+1 tokens to this card. You know these poisons:
Gorgon's 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.
Poisoners 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.
Poisoners 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: The attack gains a damage bonus equal to the result of your Fear Die.
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
Domains
Blade + Midnight
Starting Evasion
12
Starting Hit Points
5
Class Items
- • a list of names with several marked off
- • a mortar and pestle inscribed with a mysterious insignia
Assassin’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 Subclasses
Choose either the Executioners Guild or Poisoners Guild subclass.
Executioners Guild
Play the Executioners Guild if you want to assassinate targets efficiently.
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.
Ambush: Your "Marked for Death" features 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 attack made by a creature Marked for Death.
Mastery Feature
True Strike: Once per long rest, when you fail an attack roll, you can spend a Hope to make it a success instead.
Backstab: Your "Marked for Death" features uses d8s instead of d6s.
Poisoners Guild
Play the Poisoners Guild if you want to use a variety of venoms and toxins.
Spellcast Trait
Knowledge
Foundation Features
Toxic Concoctions: Mark a Stress to add 1d4+1 tokens to this card. You know these poisons:
Gorgon's 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: The attack gains a damage bonus equal to the result of your Fear Die.
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.