Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassin Base Class (rough draft)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ezel" data-source="post: 6627906" data-attributes="member: 6795910"><p>Careful planning is brilliant, honestly stuff like the ranger's favored terrain would work better this way, so that you are not gimped when outside of your terrain, you just have to prepare beforehand, I might actually switch the ranger favored terrain for this mechanic.</p><p></p><p>Lethal is interesting, it could be cool to see it growing with levels, up to enemies with maybe 25hp and maybe having a version at higher levels that takes down enemies with 80hp remaining if they fail a constitution save. There are magic weapons that already do this always.</p><p></p><p>Tools of the trade makes this assassin more of a dervish fighter than a stealthy character, even more so if you consider they get the fighting style. Even though the character wouldn't be able to resist a melee, because of the 1d6 damage die.</p><p></p><p>Contacts sounds really weird as a class feature, it's more of a backgrund feature.</p><p></p><p>Extreme Lethality I see that this improves the lethal threshold, but only once at level 5 and only with surprises, since there are already magic weapon features the lethality is where you can go wild.</p><p></p><p>Ghost is a very very strong ribbon feature, but it's still a ribbon feature and very situational as well.</p><p></p><p>Masterful Planning brings the ranger "better in a place or another" back in place, but being only a change of speed it's not too bad, anyway it's unneeded.</p><p></p><p>Eye of the raven has really weird wording, in general the rule wording is not too precise for all the features, keep an eye on that.</p><p></p><p>Master's Precision puzzles me, why would I want to add a status when I can simply bring the creature down? At level 19 as well, on a creature with 5-10hp that's not even gonna happen often at all.</p><p></p><p>Master Assassin is another strange background feature, these things are usually gained by the player by playing the character, they don't automatically come at a certain level.</p><p></p><p>There's a lot of stuff in the archetypes and I don't have time to comment everything.</p><p></p><p>There are some very good ideas, but I think it would be better to just use the best ideas as another archetype for the rogue, instead of making this into an entirely new class. You managed to avoid making an overpowered class, which is generally good for homebrew since underwhelming homebrews get accepted by DMs while homebrews that only look overpowered are avoided even if they are actually balanced. The class might be underpowered though, having a large amount of situational and utility features, without any stable source of damage similar to extra attack or sneak attack. Also considering how the classes try to be simple in 5e, this class has too many features, you need to choose few features and let them grow with levels. Your assassin has 36 paragraphs divided between base and 2 archetypes, the Rogue in the handbook has 28 paragraphs divided between base and 3 archetypes. In particular your archetypes have way too much depth when compared to usual archetypes.</p></blockquote><p></p>
[QUOTE="Ezel, post: 6627906, member: 6795910"] Careful planning is brilliant, honestly stuff like the ranger's favored terrain would work better this way, so that you are not gimped when outside of your terrain, you just have to prepare beforehand, I might actually switch the ranger favored terrain for this mechanic. Lethal is interesting, it could be cool to see it growing with levels, up to enemies with maybe 25hp and maybe having a version at higher levels that takes down enemies with 80hp remaining if they fail a constitution save. There are magic weapons that already do this always. Tools of the trade makes this assassin more of a dervish fighter than a stealthy character, even more so if you consider they get the fighting style. Even though the character wouldn't be able to resist a melee, because of the 1d6 damage die. Contacts sounds really weird as a class feature, it's more of a backgrund feature. Extreme Lethality I see that this improves the lethal threshold, but only once at level 5 and only with surprises, since there are already magic weapon features the lethality is where you can go wild. Ghost is a very very strong ribbon feature, but it's still a ribbon feature and very situational as well. Masterful Planning brings the ranger "better in a place or another" back in place, but being only a change of speed it's not too bad, anyway it's unneeded. Eye of the raven has really weird wording, in general the rule wording is not too precise for all the features, keep an eye on that. Master's Precision puzzles me, why would I want to add a status when I can simply bring the creature down? At level 19 as well, on a creature with 5-10hp that's not even gonna happen often at all. Master Assassin is another strange background feature, these things are usually gained by the player by playing the character, they don't automatically come at a certain level. There's a lot of stuff in the archetypes and I don't have time to comment everything. There are some very good ideas, but I think it would be better to just use the best ideas as another archetype for the rogue, instead of making this into an entirely new class. You managed to avoid making an overpowered class, which is generally good for homebrew since underwhelming homebrews get accepted by DMs while homebrews that only look overpowered are avoided even if they are actually balanced. The class might be underpowered though, having a large amount of situational and utility features, without any stable source of damage similar to extra attack or sneak attack. Also considering how the classes try to be simple in 5e, this class has too many features, you need to choose few features and let them grow with levels. Your assassin has 36 paragraphs divided between base and 2 archetypes, the Rogue in the handbook has 28 paragraphs divided between base and 3 archetypes. In particular your archetypes have way too much depth when compared to usual archetypes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Assassin Base Class (rough draft)
Top