Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Assassin

    The Assassin is the sharp edge of the Scoundrel class — a specialist in stealth, infiltration, and decisive, high-impact strikes. Where other scoundrels posture, talk, or improvise, you plan, stalk, and end fights before they truly begin. You are the shadow on the rooftop, the silhouette in the air duct, the blaster that fires once and never needs to fire again.

    As a subclass of the Scoundrel, the Assassin builds on the shared Scoundrel foundation at levels 1–2. From level 3 onward, you specialize in ambush tactics, precision damage, misdirection, and escape. Your defenses are light, and your margin for error is slim — but played carefully, you end encounters with surgical precision.

    Assassins excel in missions that reward patience and planning: silent takedowns, targeted eliminations, disabling key threats before a full fight can even start, and slipping away unseen while everyone else argues about what happened.

    Examples from Star Wars lore: Fennec Shand, Zam Wesell, Aurra Sing, certain Black Sun operatives.

    Class Traits by Level

    Scoundrel Training – Shared Scoundrel Traits (Levels 1–2)

    All Assassins begin as Scoundrels. The traits below are the shared Scoundrel features from levels 1–2, representing your early development in point-blank blaster work, street instincts, fast draws, and improbable survivals. For more detail on the base class, see the Scoundrel page.

    Level 1 – Point Blank Shot

    When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls.

    Level 1 – Street Savvy

    When you make a Deception check, you can choose to gain Advantage on the roll. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    Level 2 – Quickdraw

    You gain Advantage on your first ranged attack roll made during the first round of combat.

    Level 2 – Lucky Break

    Once per Long Rest, when you fail an attack roll, ability check, or saving throw, you can reroll it and must take the new result.

    Assassin Path Traits (Level 3+)

    At level 3, you fully embrace the Assassin path — becoming a stealth-focused, precision damage specialist who thrives on surprise attacks, ambushes, and hit-and-run tactics. The traits below are unique to the Assassin and build on the Scoundrel training above.

    Level 3 – Stealth Attack

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

    Level 5 – Deceptive Arts

    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 their focus.
    • At Level 17 — Once per Short Rest, when you hit a creature, you may force a Wisdom saving throw (DC = 8 + DEX + PB). On a fail, the creature is stunned until the end of your next turn as illusion and fear distort their senses.

    Level 6 – 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 7 – 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 9 – Ambush Savant

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

    Level 10 – Instinctive Dodge

    When you take damage from an attack that you can see, you may use your Reaction to halve the damage.
    You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    • At level 15, this ability improves to Master Instinctive Dodge — the first time you use this feature each Long Rest, you may negate all damage instead of halving it.

    Level 11 – Shadow Execution

    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. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    Level 13 – Deadly Focus

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

    Level 14 – Strike and Fade

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

    Level 15 – Slit Throat

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

    Level 17 – Shadow Resilience

    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 18 – Lethal Efficiency

    Your critical range with Stealth Attacks becomes 19–20.

    Level 19 – Ghost Veil

    Once per Long Rest, as a bonus action, you can become nearly invisible for three rounds.
    While in this state:
    • 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 20 – Death’s Horizon

    Once per Long Rest, as an Action, you perform a flawless assassination strike. Choose one target within range and make an attack roll with advantage.
    If it hits:
    • The attack automatically crits.
    • Add your full Stealth Attack and Rapid Strike 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.