D&D 5E Assassins, Alignment, and Archetypes

I think the mechanic too narrowly shoehorns an Assassin into something necessarily magical instead of possibly mundane.
Feel free to do your own thing man. I'm just playing yes and... with an interesting concept. DWB and I share some love for the particular kind of assassin this build reflects, so that's been a driving force.
 

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Feel free to do your own thing man. I'm just playing yes and... with an interesting concept. DWB and I share some love for the particular kind of assassin this build reflects, so that's been a driving force.

I am doing my own thing - giving feedback on a proposed class that I believe is being designed too narrow in scope or possibly just misnamed.
 

I am doing my own thing - giving feedback on a proposed class that I believe is being designed too narrow in scope or possibly just misnamed.
Duly noted. Did you have any actual mechanical feedback to offer or were you just letting the thread know that you don't like the scope and are opposed to the nomenclature? If it's the latter, I'll fall back on my previous post - feel free to do your own thing, or even offer constructive criticism about this thing. Whatever floats your boat.(y)
 

Can’t reply to everything right now. Just gonna day real quick that I doubt most DMs would allow a PC to use a skill check to become hidden while walking with a group of people or sitting next to a couple people on a bench. The idea that’s a simple skill check is...totally absurd, to me.

Might as well say that Mask of The Wild is just something that would normally be a simple skill check.
 

Can’t reply to everything right now. Just gonna day real quick that I doubt most DMs would allow a PC to use a skill check to become hidden while walking with a group of people or sitting next to a couple people on a bench. The idea that’s a simple skill check is...totally absurd, to me.

Might as well say that Mask of The Wild is just something that would normally be a simple skill check.
That said, perhaps a simpler version would be “you can attempt to hide when only lightly obscured by other creatures”, but that isn’t actually gonna allow the same things, IMO.

The point is to be Hidden, when targets just scan an area and their eyes pass over you because you’re just some guy even if they otherwise would recognize you and raise the alarm.
 

Duly noted. Did you have any actual mechanical feedback to offer or were you just letting the thread know that you don't like the scope and are opposed to the nomenclature? If it's the latter, I'll fall back on my previous post - feel free to do your own thing, or even offer constructive criticism about this thing. Whatever floats your boat.(y)

Drop shrouds for the base class. Sound cool for a subclass though.
 

My first draft.

The Executioner





Level​

Proficiency Bonus​

Feature​

1

2​

Find Target, Exploit Weakness,

2

2​

Fighting Style, Follow Trough.

3

2​

House Feature

4

2​

ASI

5

3​

Extra Attack, Lethality (CR 1/2)

6

3​

Deadly Exploit

7

3​

Nimbleness

8

3​

ASI, Lethality (CR 1)

9

4​

House Feature

10

4​

Vicious Counter

11

4​

Exploit Weakness Improvement, Lethality (CR 2)

12

4​

ASI

13

5​

Danger Sense

14

5​

House Feature, Lethality (CR 3)

15

5​

Evasion

16

5​

ASI

17

6​

House Feature, Lethality (CR 4)

18

6​

Exploit Weakness Improvement

19

6​

ASI

20

6​

Supreme Slayer
Hit Point: 1d8



Proficiency


Light, Medium, Shield, Simple, Martial


Saves: Dexterity, Intelligence


Tool: Disguise Kit


Skill: 3 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Sleight of Hand, and Stealth.





Find Target. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about it.The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Total HP
  • Vulnerabilities, Resistances and Immunities
  • Armor Class

Exploit Weakness. Once per turn, you can deal 1d10 extra damage when you attack a creature under the following conditions: blinded, poisoned, restrained or stunned. This damage increase to 2d10 at 11th level and 3d10 at 18th level.





Follow Through. When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.


Lethality. When you attack a surprised creature or CR 1/2 or less and hit it, it must make a Constitution save vs your DC of fall to 0 hp instantly. On a success, the creature is frightened of you until the end of your next turn. Construct and Undead are immune to this feature. The maximum CR of the creatures increases as shown on the Executioner's table.


Deadly Exploit. When you would benefit of your Exploit Weakness feature against a creature, you score a critical hit on a roll of 19-20.

Nimbleness. Can move through creature of same size or greater. Climbing does not cost extra movement.

Vicious Counter. When you Dodge as an action, once per turn until the start of your next turn, you can make an attack against a creature within 5 ft that miss you with an attack.

Evasion. As the rogue's.

Danger's Sense. As the barbarian's.

Supreme Slayer. You no longer roll your weapon damage die against creatures illegible for Exploit Weakness; you deal the maximum damage automatically.



Executioner's Archetype





House of Manticores: Bounty hunters who use nasty trick to pin their prey down. Use traps to replicate spell effects.

House of Gorgons: Guild of poisoners.


House of Wraithes: Use illusion and fear to kill their prey. 1/3 arcane caster with Shrouds.
''Shroud. You can cast a deadly shadow over a target. You can spend a 1st level spell slot as a bonus action to lay a Shroud over the a creature within 60'. The next time you damage that creature, you can invoke your Shrouds from that creature as bonus action dealing 1d12 necrotic damage, plus 1d12 per spell slot level higher than 1st. A creature can have multiple Shrouds on it before your evoke them. If you lay more than one Shroud on a target, you deal a number of d12 equal to the combined spell levels of all slots you spent on the same target.''

House of Sphinxes: Inquisitor who hunt the truth and holy mysteries. 1/3 divine caster.


House of Mimics: Use charm and disguises.
 
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We can disagree about Waylander I guess, but the scenes of him fighting face up don't really index rogue to me, as much as the stealth part might. As for Entreri, I was talking about fiction rather than an NPC from a particlular edition of the game, which isn't the same thing at all. I also can't help the fact that we aren't familiar with the same fictional examples, sorry, if I think up some other good examples I'll toss them out.
Fair enough. I picked Rogue because Waylander seems to prefer a single decisive hit rather than overwhelm an opponent with attacks, and he tends to try to attack when or where his opponent is not expecting - although often that is simply being fast or sneaky enough to surprise them. While Artemis certainly has rogue skills, he seems to have a preference and capability to outfight his opponents one-to-one rather than needing to rely on surprise attacks.

Can’t reply to everything right now. Just gonna day real quick that I doubt most DMs would allow a PC to use a skill check to become hidden while walking with a group of people or sitting next to a couple people on a bench. The idea that’s a simple skill check is...totally absurd, to me.

Might as well say that Mask of The Wild is just something that would normally be a simple skill check.
Hmm. That's a little different to what I picked up from your post. I got the impression that you were talking about a ribbon or minor boost to simply blending in with groups of people and looking innocuous. Not something that completely hides you, just something that aids to simply not be noticed or picked out.

If you're talking about something close to full-blown disappearing in plain sight, I can see why you'd consider my view of it as just a ribbon as absurd. That's a fairly major capability.

Exploit Weakness. You deal 1d10 extra damage when you attack a creature under the following conditions: blinded, poisoned, restrained or stunned. This damage increase to 2d10 at 11th level and 3d10 at 18th level.
Maybe add surprised and being the target of the Vicious counter maneuver to the activating conditions for Exploit Weakness.

Lethality. When you attack a surprised creature or CR 1/2 or less and hit it, it must make a Constitution save vs your DC of fall to 0 hp instantly. On a success, the creature is frightened of you until the end of your next turn. Construct and Undead are immune to this feature. The maximum CR of the creatures increases as shown on the Executioner's table.
Fall to 0 HP or -1 HP?
-1 seems more thematic, since dropping to 0 isn't life-threatening.

Vicious Counter. When you Dodge as an action, once per turn until the start of your next turn, you can make an attack against a creature within 5 ft that miss you with an attack.
This should very much be a Reaction I think.
 

This should very much be a Reaction I think.
Being a reaction limit at once per round, which I find a little weak for a special ability. The idea is your attacks on your turn to potentially tank and punish for 1 round. Its strong if all the elements falls in place, but against multi-attack, high +to hit creatures etc the feature is extremely risky: if you get hit you do not counter-attack, your speed is 0, you did not attack on your turn etc.
 

Being a reaction limit at once per round, which I find a little weak for a special ability. The idea is your attacks on your turn to potentially tank and punish for 1 round. Its strong if all the elements falls in place, but against multi-attack, high +to hit creatures etc the feature is extremely risky: if you get hit you do not counter-attack, your speed is 0, you did not attack on your turn etc.
Ah. I understand. I didn't spot the round/turn distinction. Very tanky.
 

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