Assassin Essentials v1.4
Assassin Essentials v1.4
Weapon Properties
Many weapons have special properties related to their use, as
shown in the weapons table.
Assassination. This weapon is made for assassinations. The Derringer Barrels
Whenever you attack with advantage, you can add 1d6 sneak
attack damage to your attacks. This damage does not The Derringer is an odd weapon. Most Derringers
compound with another Sneak Attack class feature. have 1 or 2 barrels, making them the most
common type. The DM should treat a Derringer like
Covert. This weapon is designed to be easily concealed by a magic weapon and be given a rarity according to
the owner. You have advantage on Slight of Hand (Dexterity) how many barrels they have verses how common
checks to hide the weapon on your person and to keep it from they are. For an example, see below.
being found.
Loud. This weapon is extraordinarily loud, emitting a Rarity No. of barrels
thundering boom out to 300 feet in an open area, or 100 feet Common 2
in an obscured or wooden area, the noise often followed by a
barking dog. The noise can be hidden by things like Uncommon 3
fireworks, war, and such noises. Otherwise, all attention will Rare 4
be turned to you. Very Rare 5
Reload. A limited number of shots can be made with a
weapon that has the reload property. If you are not proficient Legendary 6
with the firearm, you must then use your action to reload it. If
you are proficient, you can choose to use your bonus action to
reload instead.
Special Weapons
Weapons with special rules are described here.
Derringer. This tiny pistol has two chambers. While fully
loaded, you can choose to fire both rounds simultaneously,
dealing 2d4 piercing damage. If the target is within 5 feet of
you when you perform this action, increase the die by 1 (3d4).
Hidden Blade. This weapon is attached to your wrist. If
you assassinate someone with this weapon as a sneak attack
or while they are stunned, you can add 2 extra damage die to
the roll (3d4). This may only be used once per encounter.
Hidden Footblade. This weapon is actually an adapted
Hidden Blade attached to the underside of a shoe or heel,
giving your kicks extra damage.
Kakute. This is a small, plain, metal ring adorned by a
single half-inch spike. While wearing this weapon, your fist
attacks do 1d4 piercing damage.
Customizing your Hidden Blade
T
he Hidden Blade is an extremely versatile
weapon, allowing it to change and adapt for it's
owner's various uses. Below is a list of ways to
adapt and modify the Hidden Blade.
Depending on where it was created and by
whom, the Hidden Blade might have an
amount of predetermined customization slots
or only able to take certain modifications without damaging
the integrity of the tool itself.
Below, you'll find a list of customizations, their cost, weight
added, and the tools and DC check needed to attach it to the
Hidden Blade.
Tool
Extra Proficiency
Attachment Cost Effect Weight Needed DC
Bracer 60/80/100 The Hidden Blade will be attached to a armored bracer, adding +1 to AC. 1/2 lb. Smith's 10
Guard. gp Depending on your Armor Proficiency, the cost will vary. 60 gp for Light Tools
armor, 80 gp for Medium armor, and 100 gp for Heavy armor.
Hidden 200 gp The Hidden Gun adds a rudimentary firearm to the weapon. It has the 1 lb. Gunsmith's 15
Gun. Ammunition (range 50/200), Loading, and Loud properties and deals 2d6 Tools
piercing damage. The Hidden Gun requires an action to reload and will
reveal your position to everyone within 300 feet. You cannot hide until you
are 60 feet from your firing position. You are not proficient with the Hidden
Gun unless you also have proficiency with Firearms and you do not add your
Dexterity Modifier to the damage.
Hook Blade. 80 gp The Hook Blade allows you to double your proficiency when scaling vertical 1/2 lb. Tinkerer's 10
walls and terrain. When you make an attack with the Hidden Blade, you can Tools
use your reaction to deal no damage, but pull your opponent into a grapple
or push them up to 10 feet away from you. It can also be used to zipline
between buildings or to the ground.
Phantom 300 gp The Phantom Blade is actually a small, unfolding crossbow attached to the 1 lb. Smith's 10
Blade. Hidden Blade. It has a range of 30/90 and deals 1d6 piercing damage. The Tools
weapon is completely silent, and reloads using specialized crossbow bolts.
You can not add your proficiency unless you are also proficient in Martial
Ranged weapons or Crossbows, and you can add your Dexterity modifier to
the damage.
Pivot Blade. 150 gp The Pivot Blade modifies the Hidden Blade to have a pivotal point, allowing 0 lb. Smith's or 15
it to rotate 90 degrees in either direction to use as a knife. While equipped, Tinkerer's
you have advantage in skinning animals and can use it in dual wielding as a Tools
dagger or a parrying dagger, adding +2 to AC as a reaction.
Poison 200 gp The Poison Blade adds a secondary, hollow, blade. This deals 1 piercing 1/2 lb. Poisoner's 15
Blade. damage and hits automatically if used while you are hidden or the opponent Kit
is stunned. Acting as a syringe, it injects the poison of your choice into the
target. The Poison Blade is completely undetectable while you are hidden or
inconspicuous.
Poison Dart. 100 gp The Poison Dart is an upgrade to the Poison Blade, allowing it to be also 1/2 lb. Poisoner's 16
shot from a range of 25/100. The darts are coated in the same poison Kit
prepared for the Poison Blade, and deal 1 damage. The darts are
undetectable by the target and are only revealed by an extended search. You
can also choose to retrieve the darts for another use.
Shock 600 gp This is a modification that replaces the Hidden Blade for the 21st Century. 1/2 lb. Tinkerer's 18
Blade. By removing the blade and replacing it by a pair of forked prongs that deal Tools
1d4 piercing damage. Upon contact with the target, they activate, dealing
4d8 lightning damage. The specialized battery must be recharged or
replaced after 20 successful attacks. If you have the Flashlight modification
installed, the two batteries are connected, granting you 10 additional uses.
Trident 300 gp This is a modification that replaces the Hidden Blade. Replacing the blade 1 lb. Smith's 18
Blade. with a 2 pronged blade that would split apart to reveal a third blade in the Tools
middle. It deals 3d4 slashing or piercing damage, though it cannot be used
in conjunction with almost any other attachment due to it's odd design.
Only the Arm Brace can be added with this blade.
Customizing your Hidden Blade pt. 2
T
he Hidden Blade is a weapon throughout the
ages, and as things became more advanced, so
did the Assassins whom wielded them.
Theoretical modifications and ideas for
Hidden Blades soon became reality, and with
them, the Hidden Blade modifications were
created.
Below, you'll find a list of customizations for the modern
era, their cost, weight added, and the tools and DC check
needed to attach it to the Hidden Blade.
Tool
Extra Proficiency
Attachment Cost Effect Weight Needed DC
Audio 100 Your Hidden Blade is outfitted with an audio recorder, allowing you greater 1/4 lb. Tinkerer's 13
Recorder. gp espionage and information gathering capabilities, straight from the source. It Tools
can also be used as a music-player for the especially long and/or boring
mission.
Bullet-Proof 300 The sleeve for the Hidden Blade now has a retractable bullet-proof shield that 3 lbs. Smith's or 18
Buckler. gp can be extended using a bonus action if your character is proficient with the Tinkerer's
Hidden Blade and an action if not. The buckler adds a +2 to AC, however you tools
cannot use your Hidden Blade as nothing more than a non-weaponized tool
meanwhile. This modification cannot be used in conjunction with any other
attachment due to it's odd design.
Corvix 200 The Corvix Blade is a modification that replaces the Hidden Blade, replacing it 2 lbs. Smith's 16
Blade. gp with a crow-styled motif. While the Corvix Blade is unsheathed and noticeable, Tools
you have advantage in Intimidation checks and enemies are Frightened of you
instead of being stunned by the Hidden Blade's special effect.
Flashlight. 40 The Flashlight allows you to shed a bright light at your surroundings to a range 1 lb. Tinkerer's 15
gp of 30 feet bright and an additional 30 feet dim. The Flashight has a battery Tools
lasting a total 6 hours. If you have the Shock Blade, the two batteries are
connected, granting you an extra 4 hours of light.
Fork & 60 This is a replacement for the Hidden Blade, interchanging the blade with a 2 lbs. Tinkerer's 10
Knife. gp Fork and/or Knife depending if you have one or two Hidden Blades at your Tools (each)
disposal. Both the fork and knife deal 1d4 piercing and slashing damage
respectively. The modification was for Assassins on the go, whom need to
enjoy a hearty meal without need to bring cutlery or utensils.
Grappling- 400 This is an upgrade to the Hook Blade, allowing you extra abilities in addition to 4 lbs. Tinkerer's 17
Hookblade. gp what the Hookblade did previously. You can fire the Grappling Hookblade out Tools
to a ledge or object and either retract it using the electric-powered high-
tensile strength magnetic tethering cable (capable of lifting 260 lbs of weight
without stress) or climb up or rappel downward. This tool negates any
climbing-checks made against you. However, you will still need to make a
ranged attack roll if you fall off a ledge to avoid falling to your possible death.
Hidden 100 This is a secret messaging kit hidden inside the Hidden Blade. Equipped with 1 lb. Tinkerer's 15
Message. gp crumpled scraps of paper, a small inkwell of invisible ink and a needle to write Tools /
with, a messaging codex carved intricately into the steel, and a solar-powered Calligrapher's
light capable of viewing messages left by others. Supplies
Hidden 50 This adds a small, secret pocket, useful for storing small or easily stored 0 lb. Tinkerer's 10
Pocket. gp objects like tacks, bullets, condoms, needle & thread, chalk, or a small mirror Tools
Lighter. 10 This attaches a small fire starter to the underside of your Hidden Blade. It can 1/4 lb. Tinkerer's 10
gp be used as a tinderbox or used to heat the blade itself. If used this way, the Tools
blade deals an additional 2d8 fire damage to the target. The extra damage lasts
for 3 minutes, however extended use with the heated Hidden Blade may warp
or deform it. The Heated Blade could also be used to cauterize wounds,
dealing only half the fire damage but stopping any bleeding effects suffered by
the target.
Lockpick 40 This is a replacement for the Hidden Blade, replacing the blade with a high- 1 lb. Tinkerer's 15
Blade. gp quality lockpick. It deals 1d4 piercing damage only, however it acts like a set Tools
of Thieves' Tools, ranting Advantage to Lockpicking if you are proficient in
both the Hidden Blade and Thieve's Tools.
More Customizations pt. 2.5
Tool
Extra Proficiency
Attachment Cost Effect Weight Needed DC
Scalloped 100 This is a passive modification to the Hidden Blade. Sharp, bladed fins along the 5 lbs. Smith's 16
Fins. gp side of the outer forearm of the Hidden Blade allow you to deal 1 slashing Tools
damage in retaliation for a failed attack roll against you from any source adjacent
to you. The fins are somewhat bulky and remove the Covert property from the
Hidden Blade. If you have the Bracer Guard equipped, you can add retractable
fins to the Hidden blade for 50 gp extra, allowing you to keep weapon covert.
Semi- 500 This is an upgrade to the Hidden Gun modification. Replacing the rudimentary 2 lbs. Gunsmith's 17
Automatic gp firearm with a more streamlined version. It looses the Loading property and or
Hidden gains Reload (6 shots). Some are even outfitted with a silencer mechanism of Tinkerer's
Gun. sorts, reducing the range by 10 feet but also removing the Loud property as well. Tools
Smoke 100 This modification adds a small, yet potent canister of liquid that can be exposed 3 lbs. Alchemist's
Maker. gp to air and quickly vaporize to create a cloud of smoke up a to 20 feet radius Supplies
around you, momentarily blinding everyone around you. You can add poison to
the concoction and make it a poison cloud, however it will effect you as well if
you don't have proper preparation for the poison or an antidote.
Ionic 1600 This is a replacement to the Hidden Blade. Replacing the blade with an ionic 5 lbs. Tinkerer's
Plasma Credits plasma chamber that projects a powerful laser that easily cuts through tungsten Tools
Blade. or carbon-based metal and life forms alike. The blade deals 2d6 fire and 2d6
lightning damage. This modification cannot be used alongside any other
attachment.
Poisons
N
ot all Assassins aim to directly kill their
targets. Some could be taken care of in Hydrophane
style, or better yet, be taken care of by their Also called 'Liquid Glass', this poison can only be
own men. Or, sometimes, you just need to administered by ingestion and cannot be vaporized. When
stop a few people in their tracks. These anyone is subjected to it, they must succeed a DC 14
poisons are admittedly more utility than to Constitution Save or they fall under the effects. Over the
injure, but extremely useful nonetheless. course of several days, their skin will slowly become
translucent and and clammy and their Constitution will drop
Knockout by 1 every 24 hours after administering the poison. Losing all
pigment on their flesh and leaving the victim partially see-
Also known as 'Triple Z' or simply, 'Sleep', this poison must through wit the exception of their internal organs. When their
make it into the bloodstream via injection or through Con reaches 1, they are nearly invisible with exception of
inhalation or ingestion. This murky violet concoction is a their internal organs. The process in painless, albeit frightful
sleeping poison. Anyone administered this poison must when noticed. This poison renders the target unidentifiable
succeed a DC 14 Constitution Save or fall asleep within the and easily killable with their vital organs on display if
minute. They can be roused by an ally, but are otherwise unclothed. Cost: 2,000 gp
asleep for up to 2 days. Cost: 200 gp
Berzerk Vitalis
Also known as 'Red Eye', this poison affects the adrenal Warning: Overpowered Story Item
glands and vision of the affected. It must be administered Also called 'Fool's Cure', this poison is somewhat
directly into the bloodstream via injection. While anyone is misleading in it's effects. Once administered, the target must
under the effect of Berzerk, they must succeed a DC 15 succeed a DC 6 Constitution save or they fall under the
Constitution Save or are unable to tell ally from enemy and effects. The victim will begin feeling better than they have
attack wildly and randomly, causing a distraction. This effect before. All their ability scores are increased by 1 and they are
lasts an entire minute, at the end of which, they must succeed completely ignorant of any pain for a period of 72 hours (3
another DC 10 Constitution save or the target will suffer days). During this period, their organs are slowly liquefying,
10d10 poison damage. Cost: 1,200 gp starting with the unimportant ones (Appendix, Kidneys, liver,
etc) and onward up to the heart. At the end of the period,
they'll feel gut-wrenching agony. Only a Greater Restoration
or healing effect of similar magnitude can bring them back to
functioning form. Within hours, the target will be dead.
Legendary Assassin Weapons
S
ome tools of the trade are rarely secret. Some of
the most legendary assassins or thieves' tools of
choice become legendary in guilds and circles of
miscreants. These are only a couple of them.
A
ssassins are rarely naturals at their profession, Hidden Assassnation
and as such, most undergo rigorous and strict
training. These teachings take the form of You've learned the core skill of assassination. While hiding,
Feats. If your DM allows the optional Feat rules you can use a reaction to asassinate any creature passing
on page 165 of the PHB, these feats are within 5 feet of your hiding spot. The attack, on a hit, counts
avaliable to you. as a critical. Any creature within 25 feet can hear the muffled
shout from the target, possibly giving away your hiding spot.
Air Assassination Leap of Faith
Prerequisite: Dexterity 15 or higher An integreal part of the Assassin's acrobatic techniques and
You've learned the secret behind the silent air assassinations the initiation for recruits, you have learned the leap of faith.
displayed by the assassins before you, gaining the following You can leap from any high ledge, plummeting hundreds of
benefits. feet and incurring no fall damage as long as there is
something soft and cushioning below, such as a pile of hay, a
You can safely leap off a ledge of any height under 40 feet body of water at least 10 feet deep, or a suitably large bush
onto the ground without incurring any falling damage.
If you attempt to land on top of a creature, you can use Ledge Assassination
your reaction to make a melee weapon attack with your Climbing as a daily part of the assassination life, especially if
Hidden Blade, dealing Xd4 + piercing damage. X equaling you wish to leap down at a target, or climb up to one. While
how many feet you've fallen, divided by 5. E.g. falling 25 climbing any vertical surface, you can use an action to grab,
feet means you deal 5d4 piercing damage to the target. stab, and yank a target from their perch, dealing 1d4 + 1d6
This effect stacks with sneak attack damage. You recieve piercing damage before the target is thrown behind you from
half of the total falling damage if you fell farther than 40 the ledge while simultaneously hoisting you onto it.
feet.
Double Assassination Running Assassination
Prerequisite: Dual Hidden Blades High profile killing is inevitable in the Assassin's routine
lifestyle, and you've learned to roll with it. If you take the
You've trained with the dual hidden blades, now able to use Dash action, you can move through a creature's space,
them in perfect unison. While you are adjacent to two making an attack with the Hidden Blade as a bonus action.
creatures that can't see you, you can attempt to assassinate The creature is knocked prone, and you are unaffected if the
both of them simultaneously. Make an attack roll against both attack hits.
of them, dealing 4d4 piercing damage to each. This stacks
with any Hidden Blade modifications.
Freerunning
No assassin is complete without the ability to freerun, able to
get around in a timely fashion to assassinate their targets.
You've trained hard, and gain the following benefits.
While in Urban environments, your speed doubles and
you gain a climbing speed of 30 ft.
You can use your Dexterity score for making
jumps instead of Strength.
You can now leap the full distance for a
Long jump, or height of a High jump
without a 10 ft. start.
Methods behind the madness
I
made this for D&D 5th Edition. With all the
Homebrew stuff I see up on DMsGuild and
r/UnearthedArcana, I'm sure this'll just go by the
wayside. But, my reasonings behind some of this
stuff is important, right? So, this page will be my
changelog & notes or something.
New Tool
Tool Cost Weight
Gunsmith's Tools 40 gp 9 lbs.
Misfire
Okay, so in case people who prefer older, more experimental
weaponry in their campaigns will want a chance that these
marvels of technology misfire. If that's what you prefer, here
are the recommended misfire scores.
Firearms
Weapon Cost Damage Weight Properties
Derringer 200 1d4 3 lbs. Ammunition (range 5/30), covert, light, misfire 1, reload (2 shots),
gp piercing special
Hidden Gun 200 2d6 1 lb. Ammunition (range 50/200), covert, light, loading, loud, misfire 2
gp piercing
Semi-Automatic Hidden 500 2d6 2 lbs. Ammunition (50/200), covert, light, loud, misfire 4, reload (6 shots)
Gun gp piercing
Credits Legal Junk
My thanks for everyone whom assisted in this endeavor. DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Brew by: Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D
u/Lv99Pangolin Adventurers League, all other Wizards of the Coast product
Modification & Gadget Suggestions by: names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All characters
u/Dr_Turkey and their distinctive likenesses are property of Wizards of the
u/MikiSayaka33 Coast. This material is protected under the copyright laws of
u/VCorbi the United States of America. Any reproduction or
Ideas for Feats suggestions by: unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
/u/Well_thats_it_for_me Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton,
Modifications & Gadget Suggestions gathered from Ubisoft WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
forums: Emile-Boéchat 31, 2800 Delémont, CH. Represented by
BRANDONxPRODIGY Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Acrimonious_Nin Middlesex, UB11 1ET, UK.
Limed_-
Notes and Proofreading by:
u/starbridge
The Hombrewery, made by:
Scott Tolksdorf
And, of course, my Mother, for a couple ideas.