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<blockquote data-quote="JiffyPopTart" data-source="post: 7923813" data-attributes="member: 4881"><p>Got a moment so here is a basic framework of my shroud system to be balanced and expanded.</p><p></p><p>Shrouds represent and Assassins potential advantage against a possible target. They come about as a result of careful planning and study by the Assasin.</p><p></p><p>An Assassin can maintain a maximum of Prof+INT bonus number of shrouds at one time. No individual target may have more than PROF bonus number of shrouds assigned to it from any one source, although they may have shrouds from multple sources of facing more than one Assassin. </p><p></p><p>If the Assassin wants to place a new shroud when they already have the maximum in play they may drop ALL shrouds from a chosen target as a free action.</p><p></p><p>An Assassin my place 1 shroud on a visible target within 60' as a bonus action. This shroud lasts until invoked, 1 hour has passed, it is dropped, or the Assassin falls unconscious. Placing a should does not, by itself, remove the Assassin from hiding and requires no movement or noise on the Assassin's behalf.</p><p></p><p>Shroud Enhancements: Each Assassin may use his shrouds in different ways to enhance their abilities versus their foes. These enhancents may have passive effects versus shrouded targets and/or more powerful effects that require Invoking the shroud. When Invoking a shroud the Assassin chooses a target within 60' that they rolled an attack roll against.</p><p></p><p>All Assassin's gain access to the Vital Strike ability and may choose a further 2 from the following list. Some abilities have certain prerequisites that must be fulfilled. An Assassin will gain access to extra choices from this list as they go up in level. Saves versus shroud enhancements are made and DC=8+PROF+INT</p><p></p><p>Vital Strike: You deal an extra d4 damage to the target for each shroud you control on that target. Shrouds may be invoked to instead deal an extra d10 damage. All additional damage is considered the same type as the base attack.</p><p></p><p>Precise Strike: Your crit range against shrouded targets is one higher than normal. Shrouds may Invoked to increase the crit range by an additional one per shroud invoked.</p><p></p><p>Focused Attack: You have advantage on any melee or thrown attack rolls versus an opponent with a shroud you control. Shrouds my be invoked to either ignore 1 resistance on the target OR convert 1 immunity to resistance for this strikes damage purposes.</p><p></p><p>Clouded Vision: Opponents with a shroud you control have Disadvantage on Perception rolls to find you when hidden. They also have a penalty to their Passive Perception equal to your PROF bonus for the same purpose.</p><p></p><p>Weak Will: Opponents with a shroud you control have Disadvantage on saving throws versus your cantrips.</p><p></p><p>Poisoned Blade: You may Invoke a shroud to force the target to make a CON save or gain the poisoned condition. They may make a new save at the end of each of their turns and no more than one stack of poison may be active at any time.</p><p></p><p>ETC with some higher level prerequisite abilities comparable to other higher level abilities.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7923813, member: 4881"] Got a moment so here is a basic framework of my shroud system to be balanced and expanded. Shrouds represent and Assassins potential advantage against a possible target. They come about as a result of careful planning and study by the Assasin. An Assassin can maintain a maximum of Prof+INT bonus number of shrouds at one time. No individual target may have more than PROF bonus number of shrouds assigned to it from any one source, although they may have shrouds from multple sources of facing more than one Assassin. If the Assassin wants to place a new shroud when they already have the maximum in play they may drop ALL shrouds from a chosen target as a free action. An Assassin my place 1 shroud on a visible target within 60' as a bonus action. This shroud lasts until invoked, 1 hour has passed, it is dropped, or the Assassin falls unconscious. Placing a should does not, by itself, remove the Assassin from hiding and requires no movement or noise on the Assassin's behalf. Shroud Enhancements: Each Assassin may use his shrouds in different ways to enhance their abilities versus their foes. These enhancents may have passive effects versus shrouded targets and/or more powerful effects that require Invoking the shroud. When Invoking a shroud the Assassin chooses a target within 60' that they rolled an attack roll against. All Assassin's gain access to the Vital Strike ability and may choose a further 2 from the following list. Some abilities have certain prerequisites that must be fulfilled. An Assassin will gain access to extra choices from this list as they go up in level. Saves versus shroud enhancements are made and DC=8+PROF+INT Vital Strike: You deal an extra d4 damage to the target for each shroud you control on that target. Shrouds may be invoked to instead deal an extra d10 damage. All additional damage is considered the same type as the base attack. Precise Strike: Your crit range against shrouded targets is one higher than normal. Shrouds may Invoked to increase the crit range by an additional one per shroud invoked. Focused Attack: You have advantage on any melee or thrown attack rolls versus an opponent with a shroud you control. Shrouds my be invoked to either ignore 1 resistance on the target OR convert 1 immunity to resistance for this strikes damage purposes. Clouded Vision: Opponents with a shroud you control have Disadvantage on Perception rolls to find you when hidden. They also have a penalty to their Passive Perception equal to your PROF bonus for the same purpose. Weak Will: Opponents with a shroud you control have Disadvantage on saving throws versus your cantrips. Poisoned Blade: You may Invoke a shroud to force the target to make a CON save or gain the poisoned condition. They may make a new save at the end of each of their turns and no more than one stack of poison may be active at any time. ETC with some higher level prerequisite abilities comparable to other higher level abilities. [/QUOTE]
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