Assassin (Void1.5)
About this class
Assassins are masters in the art of slipping past their opponents’ defenses to inflict terrible pain and deadly strikes. When an assassin marks someone for death, they pursue their prey with unwavering intent.
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 OR a mortar and pestle inscribed with a mysterious insignia
Character questions
Background prompts
Connection prompts
Assassin (Void1.5)
Assassins are masters in the art of slipping past their opponents’ defenses to inflict terrible pain and deadly strikes. When an assassin marks someone for death, they pursue their prey with unwavering intent.
Domains
Blade + Midnight
Starting Evasion
12
Starting Hit Points
5
Class Items
- • A list of names with several marked off OR a mortar and pestle inscribed with a mysterious insignia
Assassin (Void1.5)’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 (Void1.5) Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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