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The assassin’s specialty is the use of stealth to ambush and kill targets. Assassins often fill roles as killers-for-hire, spies, bounty hunters, and zealots. They typically work together in secretive specialist guilds.

The assassin class has variously appeared as a base character class, a prestige class, a character kit, and a rogue archetype (subclass).

From D&D Wiki

Hit Die: d6.


To qualify to become an assassin, a character must fulfill all the following criteria.

  • Alignment: Any evil.
  • Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
  • Special: The character must kill someone for no other reason than to join the assassins.

Class Skills

The assassin’s class skills (and the key ability for each skill) are Balance (Dexterity), Bluff (Charisma), Climb (Strength), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable Device (Intelligence), Disguise (Charisma), Escape Artist (Dexterity), Forgery (Intelligence), Gather
(Charisma), Hide (Dexterity), Intimidate (Charisma), Jump (Strength), Listen (Wisdom), Move Silently (Dexterity), Open Lock (Dexterity), Search (Intelligence), Sense Motive (Wisdom), Sleight of Hand (Dexterity), Spot (Wisdom), Swim (Strength), Tumble (Dexterity), Use Magic Device (Charisma), and Rope Use(Dexterity).

Skill Points at Each Level: 4 + Intelligence modifier.

The Assassin Spells per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st+0+0+2+0Sneak attack +1d6, death attack, poison use, spells0
2nd+1+0+3+0+1 save against poison, uncanny dodge1
3rd+2+1+3+1Sneak attack +2d620
4th+3+1+4+1+2 save against poison31
5th+3+1+4+1Improved uncanny dodge, sneak attack +3d6320
6th+4+2+5+2+3 save against poison331
7th+5+2+5+2Sneak attack +4d63320
8th+6+2+6+2+4 save against poison, hide in plain sight3331
9th+6+3+6+3Sneak attack +5d63332
10th+7+3+7+3+5 save against poison3333

Class Features

All of the following are Class Features of the assassin prestige class.

Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the Paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spells: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell-s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin-s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The assassin’s spell list appears below. An assassin casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Assassin Spells KnownSpells Known 
Level1st2nd3rd 4th   
3rd3  21– 
6th44  3
10th4  44
  1. Provided the assassin has sufficient Intelligence to have a bonus spell of this level.

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.

He cannot, however, hide in his own shadow.

Assassin Spell List

Assassins choose their spells from the following list:

1st-Level Assassin Spells
AddictionSubject becomes addicted to a drug.
Angry AcheSubject takes –2 penalty on attack rolls.
Black BagCreate extradimensional bag of torture tools.
Critical StrikeUpon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.
Death GrimaceCaster leaves magical “calling card” on a corpse.
Disguise selfChanges your appearance.
Detect poisonDetects poison in one creature or object.
Feather fallObjects or creatures fall slowly.
Ghost soundFigment sounds.
JumpSubject gets bonus on Jump checks.
Mystical voidSurrounds a creature with a field that absorbs the background emanations of magical items or effects.
Obscuring mistFog surrounds you.
Silent PortalThis simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like).
SleepPuts 4 HD of creatures into magical slumber.
Sniper’s ShotWhile muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival.
StuporOne helpless subject is put in a state that allows him to be moved but take no other actions.
True Strike+20 on your next attack roll.
2nd-Level Assassin Spells
Alter selfAssume form of a similar creature.
Cat’s graceSubject gains +4 to Dexterity for 1 min./level.
DarklightCreates 5-ft.-radius area where all can see without light.
Darkness20-ft. radius of supernatural shadow.
Fell the Greatest FoeThe subject gains the ability to deal greater damage against larger creatures.
Fox’s cunningSubject gains +4 to Intelligence for 1 min./level.
Illusory ScriptOnly intended reader can decipher.
InvisibilitySubject is invisible for 1 min./level or until it attacks.
Pass without TraceOne subject/level leaves no tracks.
Sacrificial SkillCaster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
Spider ClimbGrants ability to walk on walls and ceilings.
Undetectable AlignmentConceals alignment for 24 hours.
3rd-Level Assassin Spells:
Deep SlumberPuts 10 HD of creatures to sleep.
Deeper DarknessObject sheds supernatural shadow in 60-ft. radius.
False LifeGain 1d10 temporary hp +1/level (max +10).
Magic Circle Against GoodAs protection spells, but 10-ft. radius and 10 min./level.
MasochismFor every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
MisdirectionMisleads divinations for one creature or object.
NondetectionHides subject from divination, scrying.
SadismFor every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Spider PoisonYou inflict a paralyzing poison upon the subject by making a successful melee touch attack.
WraithstrikeYour weapon becomes translucent almost to the point that you cannot see it, though it still weighs as heavily in your hand.
4th-Level Assassin Spells:
Clairaudience/Clairvoyance,Hear or see at a distance for 1 min./level.
Cursed BladeDrawing upon dark powers, you whisper a vehement curse and draw your finger down the weapon.
Dimension DoorTeleports you short distance.
Flesh ArmorCaster gains DR 10/+1.
Freedom of MovementSubject moves normally despite impediments.
GlibnessYou gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Greater InvisibilityAs invisibility, but subject can attack and stay invisible.
Implacable PursuerWith this spell, you become an unerring tracker, instantly aware of your quarry’s location whenever it’s on the move.
Locate CreatureIndicates direction to familiar creature.
Modify MemoryChanges 5 minutes of subject’s memories.
PoisonTouch deals 1d10 Constitution damage, repeats in 1 min.
Sniper’s EyeWhispered words of arcane power seep past your lips with each exhalation. As you complete the spell you feel infused with deadly ability.
Stop HeartSubject drops to –8 hp immediately.

Epic Assassin

Hit Die: d6.

Skill Points at Each Additional Level: 4 + Intelligence modifier.

Sneak Attack: The epic assassin’s sneak attack damage increases by +1d6 every two levels after 9th.

Death Attack: The assassin counts only half his or her class levels beyond 10th when determining the DC to resist this attack.

Spells: The assassin’s caster level is equal to his or her class level. The assassin’s number of spells per day does not increase after 10th level.

Uncanny Dodge: The assassin’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level.

Saving Throw Bonus against Poison: The assassin’s bonus on saves against poison increases by +1 every two levels after 10th.

Bonus Feats: The epic assassin gains a bonus feat (selected from the list of epic assassin feats) every four levels after 10th.

Epic Assassin Bonus Feat List: Dexterous Fortitude, Dexterous Will, Improved Combat Casting, Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity, Legendary Tracker, Lingering Damage, Sneak Attack Of Opportunity, Spell Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny Accuracy.

The Epic Assassin
11thSneak attack +6d6
12th+6 save against poison
13thSneak attack +7d6
14th+7 save against poison, bonus feat
15thSneak attack +8d6
16th+8 save against poison
17thSneak attack +9d6
18th+9 save against poison, bonus feat
19thSneak attack +10d6
20th+10 save against poison

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