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Assassinate and Greater Invisibility
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<blockquote data-quote="NotAYakk" data-source="post: 7926026" data-attributes="member: 72555"><p>A level 20 assassin can get 16d6 damage from its level 3 feature, plus advantage (two flaming short swords). A level 20 BM has 6d8 superiority damage. 27 vs 56.</p><p></p><p>With a bit of cheese effort the assassin can hit 26-29 d6; off-turn reaction carrying another sneak attack, in addition or instead of a main turn attack. (if you want nearly unsupported, flametongue amd scimitar of speed. Bonus action scimitar for 22d6 (half from assassin feature), ready an action (ally moving?), readied action 26d6 flametongue (half from feature), comes to 24d6 from feature (84 damage from feature)</p><p></p><p>Here I only calculuted crit damage boost on the rogue. On the BM I assumed they could unload all 6 of their dice; one or two might be boosted by a crit.</p><p></p><p>The thing with BM is that it is (a) front-loaded and (b) doesn't scale. It is also per-rest, while assassin is per-encounter, and encounters are supposed to happen 2.5x as often as rests.</p><p></p><p>Assassin's feature scales crazy good. So good that a 3 level assassin dip is often great if you can arrange for reliable surprise.</p><p></p><p>Assassin 3/Gloomstalker 5/Paladin 2/Fighter 2/Sorcerer 8 with two flaming short swords. Action surge for 7 attacks, each with a level 4 smite is 7*[ 3d6*2 + 5d8*2 ] + 2d6*2 + 1d8*2*2 + 5*6 = 524 damage (up to missing; with +11 to hit and advantage).</p><p></p><p>I mean, it isn't a magic missile cheese build, but it ain't bad. And it doesn't rely on one questionable trick; everything above scales relatively smoothly with player level, and uses clear obvious game synergies. So the character should continuously get better as it gains levels.</p><p></p><p>The one thing is relies upon is surprise. And a 13 in all stats except int. Well, and only 1 fight per day. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (Ok, 20 dex might be hard with that build).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7926026, member: 72555"] A level 20 assassin can get 16d6 damage from its level 3 feature, plus advantage (two flaming short swords). A level 20 BM has 6d8 superiority damage. 27 vs 56. With a bit of cheese effort the assassin can hit 26-29 d6; off-turn reaction carrying another sneak attack, in addition or instead of a main turn attack. (if you want nearly unsupported, flametongue amd scimitar of speed. Bonus action scimitar for 22d6 (half from assassin feature), ready an action (ally moving?), readied action 26d6 flametongue (half from feature), comes to 24d6 from feature (84 damage from feature) Here I only calculuted crit damage boost on the rogue. On the BM I assumed they could unload all 6 of their dice; one or two might be boosted by a crit. The thing with BM is that it is (a) front-loaded and (b) doesn't scale. It is also per-rest, while assassin is per-encounter, and encounters are supposed to happen 2.5x as often as rests. Assassin's feature scales crazy good. So good that a 3 level assassin dip is often great if you can arrange for reliable surprise. Assassin 3/Gloomstalker 5/Paladin 2/Fighter 2/Sorcerer 8 with two flaming short swords. Action surge for 7 attacks, each with a level 4 smite is 7*[ 3d6*2 + 5d8*2 ] + 2d6*2 + 1d8*2*2 + 5*6 = 524 damage (up to missing; with +11 to hit and advantage). I mean, it isn't a magic missile cheese build, but it ain't bad. And it doesn't rely on one questionable trick; everything above scales relatively smoothly with player level, and uses clear obvious game synergies. So the character should continuously get better as it gains levels. The one thing is relies upon is surprise. And a 13 in all stats except int. Well, and only 1 fight per day. ;) (Ok, 20 dex might be hard with that build). [/QUOTE]
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