D&D (2024) Assassin Surprising Strikes Homebrew

Chaosmancer

Legend
So, I've never been quite happy with the Assassin's surprising strikes. I was listening to a review today, and got an idea for fixing it.

Did some math, and confirmed a few things, while also figuring out my fix was likely giving them a bit TOO much extra damage. What I confirmed? A Dual-Wielding Assassin does fine on damage, staying above the standard baseline. But the Ranged assassin is doing much worse. Additionally, the Arcane Trickster with L. Crossbow and True Strike, and the Soul Knife using just their blades are both dealing more damage than the Assassin over the course of three rounds.

I'd show the math, but I deleted it in disappointment with how long it took me via excel to do all that. And about five minutes later, I thought of another fix which I think is much much better.

Vital Strikes: When you have advantage on an attack, deal extra damage equal to your proficiency bonus.

So, arbitrary level 5 just because. Assume everyone has advantage because of something.

Assassin on Turn one can deal 1d8+4+5+3+3d6 or about 27 damage on a hit
Turn two they deal 1d8+4+3+3d6 or 22 damage
Arcane Trickster using True Strike does 1d8+1d6+4+3d6 or about 22.5 every turn
Soul Knife does 1d6+4+1d4+4+3d6 or about 24.5 every turn

That is about 49 over two turns for the Assassin, 45 for the Arcane Trickster and 49 for the Soul knife

If the Assassin dual wields, they can bump that to approx 55 over two turns, but it should be noted that the Soul Knife Dual-Wielding works at range, while the Assassin is using two d6 nick weapons.

So it does Bump the Assassin to being higher damage than the other rogues, but that's expected for that archetype I think.
 

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