As an assassin, you utilize unmatched stealth and precision to ambush the unwary.
| Topic | Information |
|---|---|
| Domains | Midnight & Blade |
| Starting Evasion | 12 |
| Starting Hit Points | 5 |
| Class Items | a list of names with several marked off OR a mortar and pestle inscribed with a mysterious insignia |
| Hope Feature | Grim Resolve: Spend 3 Hope to clear 2 Stress. |
| Class Feature | 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. |