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2024 Assassin subclass
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<blockquote data-quote="Kobold Stew" data-source="post: 9377352" data-attributes="member: 23484"><p>I'm pulling out discussion of the assassin subclass, based on <a href="https://www.youtube.com/watch?v=lN7Q1tthY5k" target="_blank">this video</a>.</p><p></p><p>First, assassin confirmed. So subclasses are Assassin, Arcane Trickster, Soulknife, and Thief (with Swashbuckler now out; thief confirmed <a href="https://www.youtube.com/watch?v=a1YTXIDdGAQ" target="_blank">here</a>).</p><p></p><p>Changes from 2014:</p><p>Level 3: "bonus proficiencies": additionally you gain poisoner and disguise kits to go with your proficiency.</p><p>Level 3: "assassinate" gives advantage on initiative. With "surprising strikes" if SA hits in first round, then extra damage = rogue level. "This extra damage applies to any target who takes SA damage during the first round of combat" (so also reaction attacks)</p><p></p><p>Level 9: "infiltration expertise" has many changes.</p><ul> <li data-xf-list-type="ul">incorporates former level 13 "imposter"</li> <li data-xf-list-type="ul">mimicry of speech/handwriting</li> <li data-xf-list-type="ul">roving aim: speed not reduced to zero if we use Steady Aim. (so you can move after making an attack with steady aim, but (apparently) not before.</li> </ul><p></p><p>Level 13: "envenom weapons". 1d6 + poisoned condition (as any rogue can with Cunning Strike [added in PT 5]) + now 2d6 extra damage, bypassing poison resistance.</p><p></p><p>Level 17: "death strike". Applies when you hit w/ SA in first round of combat, and so much more reliable.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9377352, member: 23484"] I'm pulling out discussion of the assassin subclass, based on [URL='https://www.youtube.com/watch?v=lN7Q1tthY5k']this video[/URL]. First, assassin confirmed. So subclasses are Assassin, Arcane Trickster, Soulknife, and Thief (with Swashbuckler now out; thief confirmed [URL='https://www.youtube.com/watch?v=a1YTXIDdGAQ']here[/URL]). Changes from 2014: Level 3: "bonus proficiencies": additionally you gain poisoner and disguise kits to go with your proficiency. Level 3: "assassinate" gives advantage on initiative. With "surprising strikes" if SA hits in first round, then extra damage = rogue level. "This extra damage applies to any target who takes SA damage during the first round of combat" (so also reaction attacks) Level 9: "infiltration expertise" has many changes. [LIST] [*]incorporates former level 13 "imposter" [*]mimicry of speech/handwriting [*]roving aim: speed not reduced to zero if we use Steady Aim. (so you can move after making an attack with steady aim, but (apparently) not before. [/LIST] Level 13: "envenom weapons". 1d6 + poisoned condition (as any rogue can with Cunning Strike [added in PT 5]) + now 2d6 extra damage, bypassing poison resistance. Level 17: "death strike". Applies when you hit w/ SA in first round of combat, and so much more reliable. [/QUOTE]
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