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
You deal +2 damage when attacking a surprised target.
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).
You gain advantage on Stealth checks made when moving at half speed.
Once per encounter, When you miss with an attack, you may reroll it with a -2 penalty.
You gain a +2 bonus to AC if wearing no armor.
You gain proficiency with advanced melee weapons.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
If you reduce a creature to 0 HP with a melee weapon, you may immediately move up to 10 feet without provoking opportunity attacks.
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.
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.
You gain a +2 bonus to AC against any creature you have hit with a Stealth Attack since the start of your last turn.
When you hit a creature with a poisoned attack, they have disadvantage on their next Constitution saving throw made to resist that effect.
Once per encounter, when you hit a creature with a melee attack, you may impose disadvantage on its next attack roll.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You gain advantage on initiative rolls if you are hidden or undetected at the start of combat.
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.
Once per encounter, When you miss with an attack, you may reroll it with a no penalty.
You gain a +3 bonus to AC if wearing no armor.
Once per long rest, when you take damage, you can use your reaction to halve the damage.
You have advantage on Deception checks to disguise yourself and blend in socially.
Once per long rest, designate a creature as your mark. You have advantage on attacks against the target for the rest of the encounter.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, when you make a melee attack while hidden, you do not reveal your position if the attack hits.
When you hit a creature with a poisoned attack, you add 1d6 poison DMG.
Once per short rest, you may become invisible in dim light or darkness until you move or take an action.
Obce per short rest, you can reroll a failed Deception check.
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.
You gain a +4 bonus to AC if wearing no armor.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Your critical range for sneak attacks occurs on 19-20.
When you kill a creature that was unaware of your presence, you gain advantage on your next attack or Stealth check.
You may Dash as a bonus action after making a melee attack.
Creatures that are unaware of your presence have disadvantage on saving throws against your abilities.
Creatures cannot take reactions against you until the start of your next turn after you make a sneak attack while hidden.
Once per short rest, you may take two bonus actions or two reactions during the same turn.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.