3: Master of Poisons, Bonus Expertise
9: Quick Strike, Hidden Resources
13: Deceptive Mind
17: First Blood
When you choose this archetype at 3rd level, you gain two skill points in Deception, and you gain an expertise die on Deception checks. For you, expertise dice in Deception can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.
Starting at 3rd level, you learn the recipe for a special injury poison called Blackblade. During a short or long rest, you can brew a number of doses of this poison equal to your proficiency bonus without spending money or resources doing so. These poisons lose their effectiveness at the start of your next short or long rest.
This poison can be applied to a weapon or piece of ammunition before combat or as a Cunning Action. The first time a poisoned weapon or ammunition deals damage, it deals an additional 3d6 poison damage.
Starting at 9th level, your quick reflexes allow you to get the drop on opponents. You gain advantage on initiative rolls.
Starting at 9th level, when you hide a weapon or small object on your person, you make a Thievery check with advantage to set the DC for finding it.
Starting at 13th level, when you succeed on a saving throw against an effect that would read your mind, detect whether you are lying, or force you to tell the truth, you are aware of the magical intrusion and can present false thoughts or make a lie appear to be true.
You are exceptionally deadly against unprepared opponents. Starting at 17th level, you have advantage on your first attack in combat if it’s against a creature who hasn’t taken a turn yet. If this attack hits, it is a critical hit.