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D&D 5E Assassins, Alignment, and Archetypes

doctorbadwolf

Heretic of The Seventh Circle
I like @vincegetorix go at the concept, but it doesn't quite do what I'm looking for, so I'll present a draft of my own, here. I do want to see your take fully developed, though! If you want, I'll lean on you more for the Guilds than I have so far in the base class.

Special thanks to vince and to @Fenris-77 for informing and refining so many of these ideas.


Definitely not done, needs a lot of clean up, more concise language, maybe fewer moving parts, etc.

right now the design model has come out to be that the base class provides the bulk of the combat efficacy, and the Guilds will provide more tactics, and more exploration and interaction heft. The class leans heavily on Shrouds, which represent focus, and a semi-mystical bond with a target, as well as the Executioner's (probably gonna go back to Assassin, but I picked Executioner at the start of the document) training their senses and awareness to preternatural levels, which is why you get advantage on skill checks against a shroud target, and why it's used to fuel the counter-attack that is deadlier than a normal attack (you can invoke on any attack, and the counterattack adds 1d10 damage if you hit, which means you do more damage when counterattacking or attacking from a place of hard advantage than attacking in straight up melee).

The class also doesn't privelege melee or ranged combat, because assassins shouldn't be stuck with one or the other.

The Specialised Tools feature allows you to choose at level 1 what your main methodology is, without forcing subclasses to be about one of the three. Tool as subclass would be boring, and limit the number of subclasses a great deal, or force me to make a few tool subclasses and then other subclasses that run a totally different types of concepts, which would be weird.

At level 1, you get a minor feature, basically a special item related to your chosen tool. Then you can gain expertise in your tool if you want, or in soemthing else, at level 2, but you gain it in stealth regardless. You can choose disguise kit at level 1 but choose deception at level 2, for instance, or tinkers tools and then athletics, or whatever makes sense for the character.

The class is modeled after a mixture of the ranger and monk, mostly, but not nearly as closely as the Marshal I'm still working on is modeled after the monk. (and the swordmage might end up just as closely modeled after the monk, if I'm not careful. It's a really good chassis, but I'm gonna try to mix some warlock formatting in there, as well, and maybe some paladin) However, the model classes are just there for benchmarks and guideposts, not as something to mimic.


Known issues: LEvel 11 is too strong. It works out to about double the damage potential and average of the gloomstalker ranger in round 1, at the same level, assuming surprise, all attacks hitting, and 1 crit. Not a hard benchmark to hit for either build, in a surprise round*. Gonna mess with it more today if I have time.

Early levels have too much text. The features aren't overpowered, and compare nicely with the intended power level of the low level ranger (ie, if you assume a game where people don't handwave travel, and where the ranger's choices of favored thingies will matter fairly often)


Things I wish I could fit, but don't know how or what I'd drop to fit them in;

The ability to study terrain/an area, and become totally familiar with it, gaining advantage on checks to navigate the area, find a place from even a brief description, spot and identify fences, cops, etc, and perhaps ignore difficult terrain from artificial structures and objects within the area? Maybe the Guild that is more heavily inspired by the AssCreed games and the 4e executioner could get this at level 3, along with a climb speed, and advantage on checks to blend into a crowd or hide from a creature while following them? I also want that Guild to be especially good at falling onto their prey without hurting themselves, and then using the rest of their movement to piss off outta there. Death from above. Guild of The Peryton.

I may also give most or all Guilds unique Specialized Tools. Right now, the hidden blade is doable, as is a straight up shortbow that you can unfold to attack and fold it back up as you walk away from the kill, which is extremely cool without being that powerful (imo), while disguise and poison kits allow you to pop in and out of a disguise super fast, and apply poisons with incredible efficiency. They're...quality of life upgrades. Making the action economy of tool use friendlier.

Perhaps the second or third Guild feature could be something really specialized to that guild, for each tool. A wraith poison that feeds HP from the target to the executioner, a Diguise Mask for the Doppleganger that allows you hide the body and adopt their appearance and voice as part of the same action you drop them to 0hp with, a suit of tinker's leather armor that looks like finely made but simple clothing but can allow a short gliding flight if you jump from something, etc.
 

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doctorbadwolf

Heretic of The Seventh Circle
Cleaned up a little, filled in a couple things, unified some mechanics.

Still need to clean up the language of "when a target is surprised, restrained, blah blah" into a simple phrase. Maybe an easy hack is to just have the executioner gain advantage against targets that are frightened, charmed, or poisoned, and reference advantage in the features that currently reference a list of conditions? So, it'd be, when you attack a creature that is under your shrouds, or who you have advantage against, XYZ happens.
 

doctorbadwolf

Heretic of The Seventh Circle
Another concern as I stare at the headlights of a soon to be complete draft.

If the class survivable enough before level 5? If can hide more easily than anyone else, which means it can avoid a lot of attacks, but...idk. I guess it's not any worse off than the rogue in that regard.
 

Might be breaking official class designn rules, but this sounds like the kind of class that should at least have the option of learning Thieves Cant. Thieves tools as an option to pick, to get through locked doors and suchlike before 9th level might also be good. - Maybe as an option for the Specialised tool feature would be picking thieves tools and learning thieves cant as the bonus.

Lethal: Should probably be "your level or less".

Blood in the cut: You need to define "vulnerable".
 

doctorbadwolf

Heretic of The Seventh Circle
Might be breaking official class designn rules, but this sounds like the kind of class that should at least have the option of learning Thieves Cant. Thieves tools as an option to pick, to get through locked doors and suchlike before 9th level might also be good. - Maybe as an option for the Specialised tool feature would be picking thieves tools and learning thieves cant as the bonus.

Lethal: Should probably be "your level or less".

Blood in the cut: You need to define "vulnerable".
Shoot, I forgot to finish changing the document to cover what vulnerable means. The idea is to define “vulnerable” as when a creature is restrained, incapacitated, frightened, charmed, surprised, or poisoned, or you are hidden from them. Give that definition in the first couple levels, and then reference Vulnerable in later features.
good catch on Lethal.

A tool specialization that gets thieves tools and cant might work. Or offer up an optional variant rule that makes cant a language, and give assassins a language.
 


doctorbadwolf

Heretic of The Seventh Circle
I really dig this class. Every time I sit down to work on it, it just go go goes.

Gonna need to build a couple guilds to playtest, though.
 

doctorbadwolf

Heretic of The Seventh Circle
Another update!All I could really do today, since I work soon.

Includes a new idea as a question at level 15.

What if instead of improving the specialized tool again, you gain the ability to basically summon assassins? 1/day, or once and then regain it when you spend at least 24 hours in a settlement, you call upon X assassins, given stats in the style of the steel defender type creatures, but with melee and ranged weapon options, ability to speak, assassin skills, etc.

Maybe you can call upon a number of assassins equal to your assassin level, and regain all uses when you spend time in a city?

If y'all think I'm crazy, I might instead build a system wherein different classes have benefits like this, where they have allies and resources outside the party appropriate to their class, and these resources are recharged by spending downtime in a settlement.
 

Another update!All I could really do today, since I work soon.
Okay, I think I see better what you're going for now. I've got a few mechanical/clarification critiques:

You mentioned earlier that you want shrouds to be on a single target at a time, but I don't see that limitation anywhere in the ability. Have you changed your mind on that?

One with Shadows is the first instance of something I see a few times in this class, where an additional bonus is tacked on to the end of an ability making it more complicated and more powerful than it needs to be. Does the assassin really need a speed bonus here on top of everything else the feature does? Conversely, I wouldn't have the second option require an ability check; I'd just let them do it, again for simplicity's sake.

I would fold Expertise into Specialized Tools and have it only apply to the tool. The executioner is effectively already getting expertise on Stealth and other skills from the shroud effect; putting it here is redundant. From a design aesthetic standpoint, this also means you can take "Expertise" off the class table and perhaps move Lethal up to 2nd level in its place, because it does almost nothing at 1st level anyway. Which would just make the class look a little less frontloaded.

Blood in the Cut's save DC is undefined. And do you intend for it to be stackable or not? It should be clear either way.

Deadly Parry is still way too good in comparison to Uncanny Dodge. From a rules clarification standpoint, it says "spend a shroud" -- does that mean a shroud on a creature or a shroud in your pool? If from a creature, does it have to be the creature you're dodging? And again, the extra 1d10 bonus at the end here is not necessary.

The poisons under Advanced Specialized Tool need more detail, like application method, save DCs, durations, etc.

Quick on the Draw: This should be a reaction. You're using "as part of the same action" to get around the normal action economy, but that economy exists for a reason.

Lethal Efficiency: This is three distinct class features bundled into one, and you buried the lead on the big one: "Any creature under your shroud is vulnerable to you." Maybe instead something more like a lesser Master Assassin where when you invoke your shrouds you only spend one of them. And that's all that's needed at 11th; the enhancement to crits and Lethal are just overloading it.

Focused Shrouds: If I'm reading this right, I'm unsure what the point of studying a creature for a minute is when you automatically get the same effect by rolling initiative anyway.

Lethal Mastery: If Blood in the Cut is stackable, adding your proficiency bonus to it is probably a bit much.
 

doctorbadwolf

Heretic of The Seventh Circle
Okay, I think I see better what you're going for now. I've got a few mechanical/clarification critiques:

You mentioned earlier that you want shrouds to be on a single target at a time, but I don't see that limitation anywhere in the ability. Have you changed your mind on that?
nope just haven’t caught it in the refinement passes yet.

One with Shadows is the first instance of something I see a few times in this class, where an additional bonus is tacked on to the end of an ability making it more complicated and more powerful than it needs to be. Does the assassin really need a speed bonus here on top of everything else the feature does? Conversely, I wouldn't have the second option require an ability check; I'd just let them do it, again for simplicity's sake.
The speed bump ensures you can always move when using the ability. It’s small, essentially becoming a hybrid dash/hide when used as an action, and becoming a hybrid dash/hose cunning action when used as part of an attack action. Doing things as part of the attack action, while requiring bonus actions for shroud subclass abilities and placing shrouds, is how this class makes the action economy friendlier, just like rogues and monks have.
The intimidation ability involves a check because frightening with no chance of failure would be broken.

I would fold Expertise into Specialized Tools and have it only apply to the tool. The executioner is effectively already getting expertise on Stealth and other skills from the shroud effect; putting it here is redundant. From a design aesthetic standpoint, this also means you can take "Expertise" off the class table and perhaps move Lethal up to 2nd level in its place, because it does almost nothing at 1st level anyway. Which would just make the class look a little less frontloaded.
I’d consider this, but it would still give expertise in stealth. Having situational stealth expertise against shrouded targets isn’t quite enough to get the concept across. I might drop that part of shroud though, since it’s redundant.

Blood in the Cut's save DC is undefined. And do you intend for it to be stackable or not? It should be clear either way.
all class abilities that require a save use the Executioner Save DC, which is defined after the Shroud mechanic, along with what an Executioner Weapon is, IIRC.

Deadly Parry is still way too good in comparison to Uncanny Dodge. From a rules clarification standpoint, it says "spend a shroud" -- does that mean a shroud on a creature or a shroud in your pool? If from a creature, does it have to be the creature you're dodging? And again, the extra 1d10 bonus at the end here is not necessary.
it’s comparable to deflect missiles, but Melee only. Any ability that costs shrouds can be paid from the pool or from those on a creature. I’ll find a place to make that clear.

The poisons under Advanced Specialized Tool need more detail, like application method, save DCs, durations, etc.
I’ll note that they use your Executioner Save DC. The rest just works like any poison, and so maybe a sidebar is in order, but that can wait until more of the other work is done.

Quick on the Draw: This should be a reaction. You're using "as part of the same action" to get around the normal action economy, but that economy exists for a reason.
this is basically a shadow action. It could be a reaction instead, but I’ll just note to watch it in playtesting for now.

the rest I’ll respond to later, after another review of those features. Thank you for the feedback.
 

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