Assassin

As an assassin, you utilize unmatched stealth and precision to ambush the unwary.




HOPE FEATURE

Grim Resolve: Spend 3 Hope to clear 2 Stress.

CLASS FEATURES

Marked for Death: On a successful weapon attack, you can mark a Stress to make the target Marked for Death. Attacks you make against a target that's Marked for Death gain a bonus to damage equal to +1d4 per tier. You can only have one adversary Marked for Death at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of Fear equal to your Proficiency to remove the Marked for Death condition. Otherwise, it ends automatically when you take a rest.

Get In & Get Out: Spend a Hope to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has advantage.

SUBCLASSES

Choose either the Executioners Guild or Poisoners Guild subclass.

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

CONNECTIONS

Ask your fellow players one of the following questions for their character to answer, or create your own questions.