TEXT:  
   
   
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  Conversion by Joshua Margowski 
  Art by Wizards of the Coast 
  
   
   
   
  1 
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  The assassin is the quintessential blade in the darkness. Capable 
  of stalking and slaying foes ten times more powerful, an assassin 
  understands and values discretion above all else. With a wide 
  variety of tools at their disposal, few can oppose an assassin 
  once they are in their sights. 
   
  
  To qualify to become a dwarven defender you must fulfill the 
  following criteria: 
   
  You must be at least 6th level. 
   
  You must be proficient in deception and stealth. 
   
  You must kill someone for no other reason than to 
  become an assassin. 
   
  Assassin Features 
  Level 
  Feature 
  1 
  Sneak Attack +1d6, Assassin’s Repertoire 
  2 
  Unnatural Defenses 
  3 
  Sneak Attack +2d6, Poisoner’s Skill 
  4 
  Ability Score Improvement 
  5 
  Sneak Attack +3d6, Hide in Plain Sight 
  6 
  Improved Unnatural Defenses 
  7 
  Sneak Attack +4d6 
  8 
  Ability Score Improvement 
  9 
  Sneak Attack +5d6, Death Attack 
  10 
  -- 
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  
  Hit Dice: 1d8 per assassin level  
  Hit Points: 1d8 (or 5) + your Constitution modifier per assassin 
  level. 
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  
  You know how to strike subtly and exploit a foe's distraction. 
  Once per turn, you can deal an extra 1d6 damage to one 
  creature you hit with an attack if you have advantage on the 
  attack roll. The attack must use a finesse or a ranged weapon. 
   You don't need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn't incapacitated, 
  and you don't have disadvantage on the attack roll. 
   The amount the extra damage increases as you gain levels in 
  this class. In addition, if you have sneak attack from another 
  class, you use the total number of d6’s provided by levels in both 
  classes. 
  
  Your techniques and skills require you to perform many acts to 
  succeed in bringing down targets.  
   Starting at 1st level, you may select from the following list of 
  techniques. You can select a number of techniques equal to half 
  your assassin level rounded up. You may change one technique 
  each time you gain a level in the assassin prestige class. 
   Your spellcaster modifier for these techniques is based on 
  Charisma and are cast at the lowest level possible. All techniques 
  can only be used once before recharging after a short or long 
  rest unless otherwise specified. In addition, all spells cast 
  through these techniques require neither verbal nor somatic 
  components. 
   The following techniques are available: 
   
  Available at 1st Level and After 
   Master of Disguise: You may cast disguise self. 
   Poisoner’s Senses: You may cast detect poison and disease. 
   Fall of Silence: You may cast feather fall. 
   Leap of the Panther: You may cast jump. 
   Trick of the Light: You may cast cantrip minor illusion and it 
  does not require recharging. 
   Douse the Senses: You may cast sleep. 
   Seeking Blade: You may cast cantrip true strike and it does not 
  require recharging. 
   Obscure Yourself: You may cast fog cloud. 
   
  Available at 4th Level and After 
   Skinwalk: You may cast alter self. 
   One with Nothing: You may cast invisibility. 
   Assassin’s Shroud: You may cast darkness. 
   Move Unseen: You may cast pass without trace. 
   Wall Walk: You may cast spider climb. 
   
  Available at 7th Level and After 
   Inscrutable: You may cast nondetection. 
   Eyes and Ears: You may cast clairovoyance. 
   Trap the Unnatural: You may cast magic circle. 
   Slip Through: You may cast gaseous form. 
   
  What is a Prestige Class 
  Introduced in 3rd Edition D&D, prestige classes allowed 
  characters to specialize above and beyond any core class 
  would allow. However, to take a prestige class, one was 
  required to meet certain qualifications. Upon meeting these 
  qualifications a player can choose to take as many levels in 
  the prestige class as they desire. 
   
  
   
   
   
  Available at 10th Level 
   Blinking Strike: You may cast dimension door. 
   Hunt Down: You may cast locate creature. 
   Dance Between: You may cast freedom of movement. 
  
  Your defenses are innately reflexes or sheer dumb luck. Either 
  way, they play to your benefit. 
   Starting at 2nd level, invisible and hidden creatures no longer 
  have advantage on attack rolls made against you solely because 
  they are unseen. (Other sources of advantage still work.) 
  
  The tools of your trade demand that poisons become as familiar 
  to you as food or air. 
   At 3rd level you gain proficiency with poisoner kits and also 
  have resistance against poison damage. 
  
  When you reach 4th level, and again at 8th level, you can 
  increase one ability score of your choice by 2, or you can 
  increase two ability scores of your choice by 1. As normal, you 
  can't increase an ability score above 20 using this feature. 
  
  You understand the way light plays tricks on opponents’ eyes. 
   When you reach 5th level, you gain the ability to hide while in 
  dim light from anyone who may be able to observe you. 
  
  Being surrounded no longer means you are put out. 
   At 6th level, you are treated as not having any enemies 
  adjacent to you for the purposes of determining the effects and 
  abilities of hostile creatures. 
  
  The deadliest strike has been realized through your training. 
   Beginning at 9th level, you may study a creature for at least a 
  minute. If you do so, you learn the vital weaknesses of that 
  creature and the next melee weapon attack you make against 
  that creature within one hour has the ability to either paralyze 
  or outright kill the target. If you hit with the attack the target 
  must make a Constitution saving throw with a DC equal to 10 or 
  half the damage dealt, whichever number is higher. If the 
  creature fails the assassin chooses to either kill the creature 
  immediately, or paralyze the creature for up to 1 minute. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Roll Forward - Prestige Class Assassin.pdf