5x Assassin

Garrotte
At 1st level, you have a special piece of armour that is worn on your wrist. This piece of armour has a mechanism built into it that allows you to draw or stow a 2 foot long metal wire from inside it. The wire is connected to the bracer, and is used to perform the effects of this feature. When you hit a surprised creature with a weapon Attack, you can also attempt to grapple the victim (no action required). When you make a grapple attempt using this feature, you can use your Dexterity (Sleight of Hand) skill instead of your Strength (Athletics) skill for any skill check related to your grapple as you attempt to pull the wire from your bracer across your victim's throat. While you have a creature grappled using your wire, both of your hands are occupied, and you can perform the following actions;
 * You can use your action to deal ?d6 slashing damage to the creature. The question mark is equal to half your character level (rounded up). If the creature is bloodied, you deal necrotic damage instead.
 * You can use your bonus action to restrict the grappled creature's ability to cast spells. You can choose somatic or verbal. The creature cannot use your choice when casting spells as long as it is grapple by you. You restrict the creature in this way until the start of your next turn.

Toxicologist
At 1st level, you gain proficiency with the poisoner's kit. During downtime you can spend 1 hour to create a single dose of poison using your poisoner's kit. The gold required to create a poison differs greatly depending on the poison being created, and the method of application can be one of four things: contact, ingested, inhaled, injury. You can find a description for these below, as well as a list of poisons that you can craft. Additionally, if you find a dead or incapacitated creature that is able to use poison, or a dangerous type of plant or fungi that causes poisonous effects, you can attempt to extract the poison or harvest the herbs. You spend 1d6 minutes worth of time and make make a DC 20 Intelligence (Nature) check. On a successful check, you store the extracted poison or harvested herb in a vial inside your poisoner's kit. If you fail the skill check by 5 or more, you are subjected to the creature's poison or the plant or fungi's effect. Each vial extract that you have reduces the cost of a poison that you create by 20 gold pieces.
 * Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
 * Ingested poisons must be swallowed in its entirety for a creature to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
 * Inhaled poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
 * Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Poisons

 * Assassin's Blood: Ingested. This poison costs 75 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 10 + your proficiency bonus. On a failed save, it takes 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and is not poisoned.
 * Basic Poison: Injury. This poison costs 50 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 10 + your proficiency bonus. On a failed save, it takes 1d4 poison damage. Once applied to a weapon, piece of ammunition, trap, or object, this poison remains potent for 1 minute.
 * Burnt Othur Fumes: Inhaled. This poison costs 250 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 13 + your proficiency bonus. On a failed save, it takes 3d6 poison damage and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 1d6 poison damage. After three successful saves, the poison ends.
 * Drow Poison: Injury. This poison costs 100 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 13 + your proficiency bonus. On a failed save, the creature is poisoned for 1 hour. If the creature fails its saving throw by 5 or more, the creature is also unconscious while poisoned. The creature wakes up if it takes damage or if another creature takes 2 actions to shake it awake.
 * Essence of Ether: Inhaled. This poison costs 150 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 15 + your proficiency bonus. On a failed save, the creature is poisoned for 8 hours and falls unconscious for the same duration. The creature wakes up if it takes damage or if another creature takes 2 actions to shake it awake.
 * Malice: Inhaled. This poison costs 125 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 15 + your proficiency bonus. On a failed save, the creature is poisoned for 1 hour and becomes blinded for the same duration.
 * Midnight Tears: Ingested. This poison costs 750 gold pieces worth of materials to create. A creature subjected to this poison suffers no effects until the stroke of midnight. If the poison has not been neutralized by midnight, then it must make a Constitution saving throw against a DC equal to 17 + your proficiency bonus. On a failed save, it takes 9d6 poison damage. or half as much on a successful save.
 * Oil of Taggit: Contact. This poison costs 200 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 13 + your proficiency bonus. On a failed save, the creature is poisoned for 24 hours and falls unconscious for the duration. The creature wakes up if it takes damage.
 * Pale Tincture: Ingested. This poison costs 125 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 16 + your proficiency bonus. On a failed save, the creature takes 1d6 poison damage and becomes poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save. Until the poison ends, the damage the poison deals cannot be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
 * Torpor: Ingested. This poison costs 300 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 15 + your proficiency bonus. On a failed save, the creature is poisoned for 4d6 hours and is incapacitated for the duration.
 * Truth Serum: Ingested. This poison costs 75 gold pieces worth of materials to create. A creature subjected to this poison must make a Constitution saving throw against a DC equal to 11 + your proficiency bonus. On a failed save, the creature is poisoned for 1 hour. The poisoned creature cannot knowingly speak a lie, as if under the effect of the Zone of Truth spell.

Assassinate
At 3rd level, you are at your deadliest when you get the drop on your enemies. Any hit you score against a creature that is surprised is a critical hit, but only if the creature is completely unaware of your presence.

Additionally, if you score a hit against a surprised creature and kill it, you can choose to immediately carry the dead body (no action required). When you use this feature to immediately carry a body, you can take the Dash action (no action required) this turn and you can carry the body without a penalty to your speed, as long as the creature is the same size category as you or smaller. Once you have finished moving, you can choose to drop the body, keep carrying it, or use your bonus action to try and hide the body.

Deadly Agenda
At 6th level, you deal additional damage when you hit a creature that is surprised. This additional damage is equal to your character level.

Infiltration
At 9th level, you have developed methods to slip into places that would ordinarily be out of your reach. You become proficient with the disguise kit. You can unfailingly create false identities for yourself. You must spend seven days and 25g to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. You can also mimic another person's speech, writing, and behaviour. You must spend at least three hours studying these three components of the person's behaviour, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Master of Poison
At 13th level, your long term exposure to poisonous substances has granted you resistance to poison damage. You also know how to take advantage of a poisoned enemy: the first Attack you make against a poisoned creature each turn is made with advantage. Additionally, when you make an Intelligence (Nature) check to extract poison from a creature (see your Toxicologist feature) you can make that check with advantage.

Death Strike
At 17th level, you become a master of instant death. When you score a critical hit against a surprised creature that is completely unaware of your presence (see your Assassinate feature), it must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Attack modifier. On a failed save, double the damage of your attack against the creature.