This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarizes the class.
This paragraph provides an explanation on the Class’ power source and how they utilize it.
This paragraph provides an explanation on how the Class came to be, and their general purpose.
This paragraph provides a summary of why someone should play this class, how it might relate to a character’s background and personality, and what to expect from the class.
Quick Build
Briefly summarize a quick way to create an Assassin. This includes which ability scores to prioritize, and any choices that need to be made at first level.
As an Assassin, you gain the following class features:
Health
Health Pool: 2
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d6 per Assassin level
Vitality at 1st Level: 6 + your Agility and Endurance
Vitality at Higher Levels: 1d6 (or 4) + your Endurance per Assassin level after 1st
Combat Skills
Weapons: Assassins start with simple weapon aptitude
Armor: Trained in the Light armor skill
Defense: Trained in the Mobility skill
Skill Ranks at 1st Level: 2 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 2 Assassin levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per Assassin level after 1st
Action Points: An Assassin uses Dexterity when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) a rapier or (b) a shortsword
(a) any bow and 20 arrows or (b) a hand crossbow and 20 bolts
Leather armor and two daggers
At first level, you learn how to strike at your enemies' weak points. Once per round, when you deal damage to a creature, you can bypass their vitality, dealing damage directly to their health. The target must be Surprised, you must be Unseen, and you must be wielding a swift, light, or ranged weapon.
At second level, when a creature within your movement range takes the move action, you can spend 2 Action Points as a reaction to move half your movement.
At 3rd level, you choose a Syndicate that you emulate in the exercise of your abilities from the list of available Syndicates. Your choice grants you features at 3rd level and then again at 6th, 9th, 13th, and 17th level.
At 3rd level, once per round, you can add 2d6 to your attack with at least 2 damage being dealt to Health directly. You must have advantage on the attack or be flanking the target, and cannot be use in conjuncture with Vital Strike.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
Starting at level 5, the cost of improving your dodge attempt is only 1 Action Point instead of double.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you make a Mobility defense, you automatically lower the effect by one step.
When you reach 10th level, you can select a Combat Talent from the list of Talents.
When you use the exploit weakness feature, the damage is 5d8 and at least 5 damage is done directly to Health.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You have advantage on Mental and Magic defense rolls.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
At level 20 you learn to get the most out of your weapon attacks when striking at weak spots. When you use the exploit weakness feature, the damage is 10d10 and at least 10 damage is done directly to Health. This ability recharges after a short rest.