Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Assassin

    The Assassin is a master of shadows, deception, and elimination. Whether striking from the darkness or vanishing in plain sight, assassins use precision, stealth, and deadly techniques to eliminate key targets. Their focus on mobility, poisons, and surprise makes them the ultimate threat behind enemy lines or in crowded corridors.

    Examples from Star Wars lore: Fennec Shand, Aurra Sing, Zam Wesell, Ochi of Bestoon

    Class Traits by Level

    Level 1 – Assassin’s Edge
    You deal +2 damage when attacking a surprised target.
    Level 1 – Stealth Attack
    You deal an extra 1d6 damage to a creature you have attacked from stealth. Increases by 1d6 at levels 5, 10 ands 15 (4d6 total).
    Level 2 – Silent Step
    You gain advantage on Stealth checks made when moving at half speed.
    Level 2 – Deadly Focus I
    Once per encounter, When you miss with an attack, you may reroll it with a -2 penalty.
    Level 3 – Assassin Reflexes I
    You gain a +2 bonus to AC if wearing no armor.
    Level 3 – Advanced Weapon Training
    You gain proficiency with advanced melee weapons.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Killing Blow
    If you reduce a creature to 0 HP with a melee weapon, you may immediately move up to 10 feet without provoking opportunity attacks.
    Level 5 – Rapid Strike
    When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.
    Level 6 – Rapid Shot
    When using a ranged weapon with which you are proficient, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack.
    Level 6 – Evasive Reflex
    You gain a +2 bonus to AC against any creature you have hit with a Stealth Attack since the start of your last turn.
    Level 7 – Surgical Strike
    When you hit a creature with a poisoned attack, they have disadvantage on their next Constitution saving throw made to resist that effect.
    Level 7 – Distracting Strike
    Once per encounter, when you hit a creature with a melee attack, you may impose disadvantage on its next attack roll.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Ambush Savant
    You gain advantage on initiative rolls if you are hidden or undetected at the start of combat.
    Level 9 – Quick Silence
    Once per encounter, you may use a bonus action to deal an additional 1d6 damage to a creature that has not yet acted in combat.
    Level 10 – Deadly Focus II
    Once per encounter, When you miss with an attack, you may reroll it with a no penalty.
    Level 10 – Assassin Reflexes II
    You gain a +3 bonus to AC if wearing no armor.
    Level 11 – Instinctive Dodge
    Once per long rest, when you take damage, you can use your reaction to halve the damage.
    Level 11 – Infiltration Mastery
    You have advantage on Deception checks to disguise yourself and blend in socially.
    Level 12 – Deathmark
    Once per long rest, designate a creature as your mark. You have advantage on attacks against the target for the rest of the encounter.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Strike and Fade
    Once per encounter, when you make a melee attack while hidden, you do not reveal your position if the attack hits.
    Level 13 – Poison Master
    When you hit a creature with a poisoned attack, you add 1d6 poison DMG.
    Level 14 – Shadow Meld
    Once per short rest, you may become invisible in dim light or darkness until you move or take an action.
    Level 14 – Double Bluff
    Obce per short rest, you can reroll a failed Deception check.
    Level 15 – Slit Throat
    Once per long rest, when you make a melee weapon attack against a creature that is unaware of your presence, the attack is a guaranteed critical hit if it hits.
    Level 15 – Assassin Reflexes III
    You gain a +4 bonus to AC if wearing no armor.
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Sneak Attack Mastery
    Your critical range for sneak attacks occurs on 19-20.
    Level 17 – No Witnesses
    When you kill a creature that was unaware of your presence, you gain advantage on your next attack or Stealth check.
    Level 18 – Slipstream Execution
    You may Dash as a bonus action after making a melee attack.
    Level 18 – Phantom Threat
    Creatures that are unaware of your presence have disadvantage on saving throws against your abilities.
    Level 19 – Unseen Terror
    Creatures cannot take reactions against you until the start of your next turn after you make a sneak attack while hidden.
    Level 20 – Assassin Mastery
    Once per short rest, you may take two bonus actions or two reactions during the same turn.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.