Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiency
At 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
At 3rd level, you have advantage on initiative rolls. On the first round of combat, you have advantage on all of your attacks. If you hit a creature that hasn't taken a turn yet, it is a critical hit.
Additionally, your sneak attack does extra damage equal to your level (max of +10). This can only be used once per round.
Infiltration Expertise
At 9th level, you are an expert at posing as someone else to aid your infiltrations. While in a disguide created by you using a disguise kit, you have advantage on any speech check you make while pretending to be someone else. You can also accurately mimic another person's speech patterns and get as close as your normal voice can to the sound of the creatures voice if you have heard them speak for at least an hour or more.
You can also accurately mimic handwriting if you have spent an hour or more studying it.
Envenom Weapons
At 13th level, you can coat your weapons in poison. As a bonus action on your turn, you can make your next attack deal an additional 2d6 poison damage. This damage ignores resistance to poison damage, and treats immunity to poison as resistance.
Death Strike
At 17th level, when you hit a creature on the first round of combat and activate sneak attack on them, they must succeed on a constitution saving throw DC 8 + your dexterity modifier + your proficiency bonus, or the target instantly dies. On a success, the creature does not instantly die, but the extra sneak attack damage from your Assassinate ability is doubled.