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Assassin: a simple fix
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<blockquote data-quote="shadowoflameth" data-source="post: 8867391" data-attributes="member: 62336"><p>We had a player do an assassin in our game. He enjoyed the character but every encounter included, 'Can I surprise him if I do x?' Jeremy Crawford laid out, in the errata and out loud that it's only in the first round of combat that this happens. In my game though, we allowed it at other times when Mr. Crawford specified that the target would just be incapacitated or otherwise helpless. </p><p></p><p>My fix to the Assassin would be to just simply drop the unneeded nerf language on the later abilities and make them actually usable i.e. :</p><p></p><p>Starting at 3rd level, You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against that target before it acts, is a critical hit. </p><p></p><p>Starting at 9th level, you can unfailingly create false identities for yourself including the history, profession, and affiliations for an identity using any resources that you have, including disguises, forged documents, or illusions without a check or save being rolled.</p><p></p><p>Thereafter, if you adopt the new identity as a disguise, other creatures automatically believe you to be that person until given an obvious reason not to.</p><p></p><p>Beginning at 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior if you did not already have them, and roll any related checks with advantage.</p><p></p><p>At 17th level, When you score a critical hit with a sneak attack, the damage is doubled.</p><p></p><p>I understand that in One D&D there will likely be different levels when sub-class abilities kick in but hopefully, you get where I'm going with this.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 8867391, member: 62336"] We had a player do an assassin in our game. He enjoyed the character but every encounter included, 'Can I surprise him if I do x?' Jeremy Crawford laid out, in the errata and out loud that it's only in the first round of combat that this happens. In my game though, we allowed it at other times when Mr. Crawford specified that the target would just be incapacitated or otherwise helpless. My fix to the Assassin would be to just simply drop the unneeded nerf language on the later abilities and make them actually usable i.e. : Starting at 3rd level, You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against that target before it acts, is a critical hit. Starting at 9th level, you can unfailingly create false identities for yourself including the history, profession, and affiliations for an identity using any resources that you have, including disguises, forged documents, or illusions without a check or save being rolled. Thereafter, if you adopt the new identity as a disguise, other creatures automatically believe you to be that person until given an obvious reason not to. Beginning at 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior if you did not already have them, and roll any related checks with advantage. At 17th level, When you score a critical hit with a sneak attack, the damage is doubled. I understand that in One D&D there will likely be different levels when sub-class abilities kick in but hopefully, you get where I'm going with this. [/QUOTE]
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