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Assassin Rogue

Assassin Rogue in Crusaders TTRPG thrives on stealth, precision, and lethal force, perfect for players who enjoy the hunt and well-executed takedowns. Trained in subterfuge and assassination, these Rogues are adept at discreet conflict resolution. Their weapon skills and efficiency in striking from unexpected shadows make them go-to operatives for eliminating targets.


Assassin Rogues excel in combat with swift, fatal strikes that catch enemies off guard. Their graceful movements make them elusive targets, escaping danger easily. This subclass prioritizes outsmarting opponents and controlling battles strategically, engaging on their own terms and vanishing without a trace.


Play as an Assassin Rogue for a complex character with a unique moral code and a desire for justice, shaped by personal beliefs and ethical considerations. Ideal for those valuing narrative depth in gameplay, where choices matter beyond just killing. Combine silent artistry with tactical assassination for a rich, rewarding experience filled with mystery and moral ambiguity.

Assassin Rogue Features By Level

Dagger Savant

At 1st level, you have mastered the art of dual wielding daggers. Whenever you make an attack with a dagger, you deal additional damage equal to 1d4 + your Rogue level.

Crimson Rend

At 3rd level, You do not provoke attack of opportunity on creatures you attack whether you miss or hit. In addition, you apply bleed damage on hit dealing an additional 1d4 Water damage per attack on a target until the start of your next turn.

Captivating Presence

At 6th level, you and allies within 30 feet of you gain an additional 2 on all Charisma skill checks. In addition, for each successful Charisma skill check you gain +1 to your next initiative.

Aetherwing Bond

At 8th level, you and all allies within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier.


Choose an ally to bond with when you finish a long rest. You and the chosen ally gain +1 to all rolls and armor class if you are within 10 feet of each other.

Slippery Aura

At 11th level, Attacks and spells have disadvantage on you and allies within 15 feet of you if you have moved at least 15 feet this turn.

Extraordinary Speed

At 13th level, your walking speed increases by 15 feet.


As a bonus action, you or a creature you touch have a flying speed equal to your walking speed and can use the dash, dodge, or disengage action as a bonus action for 3 rounds. Falling gracefully to the ground when the flight ends.

Master Performer

At 16th level, Your performances leave the crowd in awe. Creatures who can see you within 60 feet must succeed on a Cognitive saving throw or they are petrified.

Merciful Healer

At 18th level, You can revive one ally who has died within the last 5 rounds, they are revived with 6 points of exhaustion and you can only use this feature once per long rest.

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