doctorbadwolf
Heretic of The Seventh Circle
Strength feels totally wrong for the concept.My input:
Conceptually, I think there is a place for your concept in the game. To answer how I feel it should differentiate itself from the rogue I would suggest the following.
1. No powered up ranged combat. You can still use bows but your Nova damage should be from melee or thrown.
2. I'd like to see the class built around INT and STR as the two primary stats instead of yet another DEX class.
3. There has to be some give and take for balance. If you want to be the #1 Nova damage class, there is a place for that, but you can't also be as generally good in melee and as tough as Champion Fighter.
4. I think your comparison should be a paladin when determining max Nova potential. I personally feel like the Paladins are too Nova for the games balance and have had multiple encounters ruined by the damage spike.
Suggestions to fit your theme but be less mechanically fiddly.
1. Give the Assassin a base power of using a bonus action to either place a shroud OR attack. This will give them the option of spreading out their attacks fighting normally, or retreating and sizing up an opponent for a few rounds then dashing in and doing a big damage strike.
2. Don't limit shrouds per day, limit the stack you can build up. This way you can do shroud style combat in every encounter.
3. As you gain access to stacking more shrouds, also gain abilities that affect enemies based on how many shrouds they have. For example may e a low level ability is advantage on stealth rolls versus shrouded enemies. This way your general sneak doesn't have to be super high to let you sneak up on opponents.
4. All of your subclasses powers should interact with shrouds and abilities to use on shrouded enemies.
5. Shroud extra damage should only be once per opponent per round...and should use the sneak attack progression as a base. I'd balance it arou d the idea of 2 shrouds being the same damage as a sneak attack. The balance comes in with you DOI g less with one round of prep but more with three. This sets you apart from the rogue.
I don’t hate the idea of limiting Shrouds on the target, rather than short or long rest. The idea is to fuel most class abilities that need a recharge with Shrouds, though.
Not all, though. Some should just be 1/SR or whatever.
I may write up a version that works that way, and see how it looks.
I’m looking at all the damage dealing weapon users for balance, because they’re all different. Fine tuning will come in once I’ve a first draft up to level 11, and see what it looks like.
But too fiddly, for me. I’d like Shrouds to be binary for any effect other than damage. I could see having a secondary damage boost when you have max shrouds on a target. Perhaps reroll damage dice on results of 1 or 2? Just increase the average? Or perhaps add an extra 1d10 when you have max shrouds on a target?Maybe something like:
Slayer strike. when you use the attack action, you can make 2 attacks as a bonus action afterward provided you are making them with a dagger.
Shrouds. You can use your bonus action action to lay a Shroud on a target within 60 ft. A creature can have up to 5 shrouds on it. Each additional Shroud add an extra effect. On your turn, when you hit a creature with a melee attack, you can revoke your Shrouds as a free action, adding 1dX psychic damage per shroud you revoked from the target to your damage roll.
number of shrouds effect 1 Know current HP when hit 2 Speed Halved for 1 turn when hit. 3 Bleed: take X damage at the start of each turn until it takes an action to make a Wisdom(Medicine) check against Shroud DC (int based) to staunch the bleeding. Magical healing stop the bleeding automatically. 4 Line of Sight reduced to 10 ft. 5 Take +X damage per hit, once per turn.
actually, at level 11, I’d like to add “when you invoke your shrouds on a target you can deal an additional 1d10 damage if you are hidden from them, or if they are surprised, poisoned, frightened, or charmed. Additionally, your bleed damage now deals 1d4+intelligence (or proficiency) at the start of the target’s turn.”