SWURPG

Assassin

advanced from Scoundrel
Hit Die
d6
Primary Ability
Dexterity and Intelligence
Saves
Dexterity, Intelligence
Expertise Pts
3
Starting Credits
3d6x100
Skill Profs
Deception, Intimidation, Mechanics, Stealth, Acrobatics, Knowledge: Sciences, Perception

The Assassin is the Scoundrel who wins the fight before initiative is rolled. Stealth into position, prepare the strike, deliver damage that ends a target in one round. Where Smugglers escape danger and Pirates brawl through it, Assassins resolve danger by removing the dangerous person.

Quick read: The stealth-burst Scoundrel. Stealth + first-strike damage. Think IG-88, the unseen knife in a Coruscant alley, Death Sticks gone wrong.

What you do at the table

Assassins are the party's alpha-strike specialist and stealth scout. Your sheet emphasizes damage multipliers on the first strike of an encounter (advantage from stealth, sneak-attack-style bonus dice, surprise-round priority) and stealth/scouting traits that let you set up that strike.

The class fundamentally rewards preparation — Assassins who run into a fight blind feel underwhelming. Plan the approach, scout the target, set the trap. When the dice come out, you've already won.

Sibling differentiation

  • vs. Marksman — Both deliver high single-target damage. Assassins do it close, with stealth and surprise; Marksmen do it from distance with rifles.
  • vs. Bounty Hunter — Assassins kill quickly; Bounty Hunters track for as long as it takes. One-strike vs. relentless-pursuit fantasy.
  • vs. Smuggler — Smugglers talk past problems; Assassins remove them.

Build tips

DEX primary (blaster, melee finesse, stealth, AC). INT secondary if you want Investigation / Knowledge: Tactics for prep. CON 13+ — your alpha strike trades off against fragile sustain.

Common pitfalls

  • Don't open in the open. Assassin damage falls off hard once stealth is broken. If your DM puts you in a "fair fight" without setup time, you'll feel weaker than a Soldier or Bounty Hunter.
  • Talk to your GM about scouting time. The class assumes you have some prep window before encounters. A campaign of pure surprise ambushes makes the build hard.

Class Features by Level

Level 31 feature

Stealth Attack

When you attack a creature while hidden or before it acts in combat, you deal an extra 1d6 damage. Increases to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 15.

Scales: Lv 5 · Lv 10 · Lv 15
Level 51 feature

Deceptive Arts

once per long rest

Once per Long Rest, make a Deception vs. Insight contest to mislead an enemy. On success, the target has disadvantage on its next attack against you or an ally within 10 ft. At level 11, once per Short Rest, impose disadvantage on an enemy's attack roll, saving throw, or Insight check against you by feinting or misdirecting. At level 17, once per Short Rest, when you hit a creature, force a Wisdom saving throw (DC = 8 + Dex + PB); on a fail, the creature is stunned until the end of your next turn.

Scales: Lv 11 · Lv 17
Level 61 feature

Rapid Attack

When using a melee or ranged weapon with which you are proficient, you may make a single attack roll with a –2 penalty. If the attack hits, you deal +1 die of damage of the weapon's normal type.

Level 71 feature

Evasive Reflex

You gain a +2 AC bonus against any creature you have hit with a Stealth Attack since the start of your last turn.

Level 91 feature

Ambush Savant

once per short rest

You gain Advantage on Initiative rolls when you begin combat hidden or undetected. Once per Short Rest, when you hit a creature with a melee attack, you can impose disadvantage on its next attack roll.

Level 101 feature

Instinctive Dodge

reaction · proficiency bonus per long rest

When you take damage from an attack you can see, you may use your Reaction to halve the damage. Usable a number of times equal to your Proficiency Bonus per Long Rest. At level 15, Master Instinctive Dodge: the first time you use this feature each Long Rest, you may negate all damage instead of halving it.

Scales: Lv 15
Level 111 feature

Shadow Execution

proficiency bonus per long rest

When you reduce a creature to 0 HP with a melee or ranged weapon attack, you may immediately attempt to Hide as part of the same action. If the target was unaware of your presence, make this Stealth check with Advantage. Usable a number of times equal to your Proficiency Bonus per Long Rest.

Level 131 feature

Deadly Focus

once per short rest

Once per Short Rest, when you miss with an attack, you may immediately reroll that attack.

Level 141 feature

Strike and Fade

once per short rest

Once per Short Rest, when you make a melee attack while hidden, you do not reveal your position if the attack hits.

Level 151 feature

Slit Throat

once per long rest

Once per Long Rest, when you hit a creature that is unaware of your presence, the attack automatically deals maximum weapon damage.

Level 171 feature

Shadow Resilience

reaction · once per short rest

Once per Short Rest, when you take damage that would reduce you below half your HP, you can use your Reaction to move up to half your speed to an unoccupied space you can see and become heavily obscured until the start of your next turn (attacks against you have disadvantage).

Level 181 feature

Lethal Efficiency

Your critical hit range with Stealth Attacks becomes 19–20.

Level 191 feature

Ghost Veil

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, become nearly invisible for three rounds. While active: you are heavily obscured (enemies have disadvantage to hit you); you have Advantage on all Stealth checks; your first attack from this state deals +2d6 bonus damage and does not reveal your position. The effect ends early if you are hit or fail a saving throw.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Death's Horizon

action · once per long rest

Once per Long Rest, as an Action, perform a flawless assassination strike. Make an attack roll with Advantage. If it hits: the attack automatically crits; add your full Stealth Attack and Rapid Attack damage once; the target must make a Constitution saving throw (DC = 8 + Dex + PB) or be stunned until the start of your next turn. If the attack kills the target, you may immediately Hide as part of the same action.