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<blockquote data-quote="Adrossion" data-source="post: 7084277" data-attributes="member: 6876071"><p><span style="color: #333333">OK so a friend of mine asked me to make a char for his campaign he will be playing it up to lvl 20 so will take a while. I had a Idea for a Assassin/ Reaper kinda char the thing is while ill be adventureing with the party ill be apart of the big bad guys team feeding him info as we progress the into i feed will come into play every few lvls when he send one of his lieutenants after us. im new to dnd all together so i was thinking about adding some classes together for both flavor and one strike boom damage \ any tips would be very helpful ok so here is what i came up with </span></p><p></p><p><span style="color: #333333">Is this viable end game </span></p><p><span style="color: #333333">Scores</span></p><p><span style="color: #333333">Str-10 Dex16 Con-14 Int-10 Wis-15 Cha-13</span></p><p><span style="color: #333333">Human none varient for stats </span></p><p><span style="color: #333333">Rogue-lvl 4 Assassin</span></p><p><span style="color: #333333">Monk-Shadow-lvl 11</span></p><p><span style="color: #333333">Sorc-Shadow-lvl 3</span></p><p><span style="color: #333333">Fighter-lvl 2</span></p><p></p><p><span style="color: #333333">reasons are as follows</span></p><p><strong> Rogue Would be taken first for expertise </strong></p><p><strong></strong><strong> Expertise </strong></p><p><strong>At 1st level, choose two o f your skill proficiencies, or one o f your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 6th level, you can choose two more o f your proficiencies (in skills or with thieves’ tools) to gain this benefit. </strong></p><p> <strong>Sneak Attack </strong></p><p><strong>Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged w eapon. You don’t need advantage on the attack roll if another enemy o f the target is within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount o f the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column o f the Rogue table.</strong></p><p> <strong>Bonus Proficiencies </strong></p><p><strong>When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. </strong></p><p> <strong>Assassinate </strong></p><p><strong>Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.</strong></p><p><strong> Sorc </strong></p><p> <strong>Eyes of the Dark</strong></p><p><strong>From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability</strong></p><p> <strong>Strength of the Grave </strong></p><p><strong>Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.</strong></p><p><strong> Monk</strong></p><p> <strong>Shadow Arts </strong></p><p><strong>Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.</strong></p><p> <strong>Shadow Step </strong></p><p><strong>At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. </strong></p><p> <strong>Cloak of Shadows </strong></p><p><strong>By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light</strong></p><p><strong> Fighter.</strong></p><p> <strong>Second Wind </strong></p><p><strong>You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or Long Rest before you can use it again. </strong></p><p> <strong>Action Surge </strong></p><p><strong>Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.</strong></p></blockquote><p></p>
[QUOTE="Adrossion, post: 7084277, member: 6876071"] [COLOR=#333333]OK so a friend of mine asked me to make a char for his campaign he will be playing it up to lvl 20 so will take a while. I had a Idea for a Assassin/ Reaper kinda char the thing is while ill be adventureing with the party ill be apart of the big bad guys team feeding him info as we progress the into i feed will come into play every few lvls when he send one of his lieutenants after us. im new to dnd all together so i was thinking about adding some classes together for both flavor and one strike boom damage \ any tips would be very helpful ok so here is what i came up with [/COLOR] [COLOR=#333333]Is this viable end game [/COLOR] [COLOR=#333333]Scores[/COLOR] [COLOR=#333333]Str-10 Dex16 Con-14 Int-10 Wis-15 Cha-13[/COLOR] [COLOR=#333333]Human none varient for stats [/COLOR] [COLOR=#333333]Rogue-lvl 4 Assassin[/COLOR] [COLOR=#333333]Monk-Shadow-lvl 11[/COLOR] [COLOR=#333333]Sorc-Shadow-lvl 3[/COLOR] [COLOR=#333333]Fighter-lvl 2[/COLOR] [COLOR=#333333]reasons are as follows[/COLOR] [B] Rogue Would be taken first for expertise [/B][B] Expertise At 1st level, choose two o f your skill proficiencies, or one o f your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 6th level, you can choose two more o f your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged w eapon. You don’t need advantage on the attack roll if another enemy o f the target is within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount o f the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column o f the Rogue table. Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Sorc Eyes of the Dark From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability Strength of the Grave Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. Monk Shadow Arts Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Cloak of Shadows By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light Fighter. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or Long Rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.[/B] [/QUOTE]
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