Assassin (Void 1.5)
About this class
As an assassin, you utilize unmatched stealth and precision to ambush the unwary.
Domains
Midnight
Blade
Starting stats
Hope feature
Class features
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Marked for Death
One 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.
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: Finesse
Ambush: Your "Marked for Death" feature uses d6s instead of d4s.
Executioners Guild
Specialization
Scorpion's Poise: You gain a +2 bonus to your Evasion against any attacks made by a creature Marked for Death.
Executioners Guild
Mastery
Backstab: Your "Marked for Death" feature uses d8s instead of d6s.
Justice Guild
Foundation
SPELLCAST TRAIT: Finesse
Mark of Retribution: Once per long rest you can mark an ally with a protective ward. Add a number of tokens to this card equal to your Agility. When you or your marked ally would take damage, spend a token to deal d6 magical damage using your proficiency to the attacker. When all tokens have been used, the mark disappears.
Justice Guild
Specialization
Mark of Castigation: Add a number of tokens to this card equal to your Agility. Once per long rest you can mark an enemy with a punishing ward. Make a Spellcast Roll against a target in Melee range, marking them on a success. While marked, when they make an attack, remove one token from this card and the target takes d8 magical damage using your proficiency. When all tokens have been used, the mark disappears.
Justice Guild
Mastery
Brink of Justice: When you make an attack while Hidden, replace your Hope die with a d20. Moving into an adversaries line of sight no longer ends Hidden.
Assassin (Void 1.5)
As an assassin, you utilize unmatched stealth and precision to ambush the unwary.
Domains
Midnight + Blade
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 (Void 1.5)’s Hope Feature
Grim Resolve : Spend 3 Hope to clear 2 Stress
Class Features
Marked for Death
One 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 (Void 1.5) Subclasses
Choose either the Executioners Guild or Justice Guild subclass.
Executioners Guild
Spellcast Trait
Finesse
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" 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
- 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" feature uses d8s instead of d6s.
Justice Guild
Spellcast Trait
Finesse
Foundation Features
- Light of Justice: When you deal Severe damage, the light of justice flows through you, blinding the wicked. After dealing Severe damage, you are temporarily Luminescent. Your body glows, and attacks made against you suffer a d4 disadvantage. You lose Luminescent the next time you take damage, deal damage, willingly end the effect, or the scene ends.
Mark of Retribution: Once per long rest you can mark an ally with a protective ward. Add a number of tokens to this card equal to your Agility. When you or your marked ally would take damage, spend a token to deal d6 magical damage using your proficiency to the attacker. When all tokens have been used, the mark disappears.
Specialization Feature
- Reach of Justice: You can reach through your protective wards to attack the guilty. When you make an attack roll, you can mark 2 Stress to have the attack originate from your marked ally.
Mark of Castigation: Add a number of tokens to this card equal to your Agility. Once per long rest you can mark an enemy with a punishing ward. Make a Spellcast Roll against a target in Melee range, marking them on a success. While marked, when they make an attack, remove one token from this card and the target takes d8 magical damage using your proficiency. When all tokens have been used, the mark disappears.
Mastery Feature
- Edge of Dawn: All Midnight Domain cards that require shadow, darkness, or low-light also work in direct sunlight or blinding light.
Brink of Justice: When you make an attack while Hidden, replace your Hope die with a d20. Moving into an adversaries line of sight no longer ends Hidden.
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
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