P r o f i c ie n c ie s
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity. Intelligence
Skills: Choose four from Athletics, Perception, Sleight of Hand and Stealth
Expertise: Thieves Tools, Perception, Sleight of Hand, Stealth
Sneak Attack: 7d6
C u n n i n g A c t i o n
Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a
bonus action on each o f your turns in combat. This
action can b e used only to take the Dash, Disengage,
or Hide action.
U n c a n n y D o d g e
Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to
halve the attack’s damage against you.
E v a s i o n
Beginning at 7th level, you can nimbly dodge out o f the
way o f certain area effects, such as a red dragon’s fiery
breath or an ice storm spell. When you are subjected
to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
half damage if you fail.
R e l i a b l e T a l e n t
By 11th level, you have refined your chosen skills until
they approach perfection. Whenever you make an ability
check that lets you add your proficiency bonus, you can
treat a d20 roll o f 9 or lower as a 10.
A s s a s s i n
You focus your training on the grim art of death. Those
who adhere to this archetype are diverse: hired killers,
spies, bounty hunters, and even specially anointed
priests trained to exterminate the enemies o f their deity.
Stealth, poison, and disguise help you eliminate your
foes with deadly efficiency.
B o n u s P r o f ic ie n c ie s
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit.
A s s a s s in a t e
Starting at 3rd level, you are at your deadliest when you
get the drop on your enemies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
in the combat yet. In addition, any hit you score against
a creature that is surprised is a critical hit.
I n f i l t r a t io n E x p e r t is e
Starting at 9th level, you can unfailingly create false
identities for yourself. You must spend seven days and
25 gp to establish the history, profession, and affiliations
for an identity. You can’t establish an identity that
belongs to someone else. For example, you might acquire
appropriate clothing, letters of introduction, and officiallooking
certification to establish yourself as a member of
a trading house from a remote city so you can insinuate
yourself into the company o f other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until given
an obvious reason not to.
Im p o s t o r
At 13th level, you gain the ability to unerringly m imic
another person’s speech, writing, and behavior.
You must spend at least three hours studying
these three components of the person’s behavior,
listening to speech, examining handwriting, and
observing mannerisms.
Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make
to avoid detection.