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Do Assassins suck?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8208919" data-attributes="member: 6871653"><p>I still think that an assassin without a ''save or die'' feature at higher level is kinda dumb.</p><p>Open Hand monks have it at higher level, for a pretty small cost; assassins should be able to pull that off with a small setup!</p><p></p><p><strong>Assassinate</strong></p><p>Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. At the start of your first turn of each combat, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet and the first hit you score against such a creature on your turn is a critical hit.</p><p></p><p><strong>Implements of Death</strong></p><p>When you choose this archetype at 3rd level, you gain proficiency with the poisoner kit and your choice of disguise kit or forgery kit. Furthermore, you can give yourself a bonus to your initiative rolls equal to your proficiency bonus.</p><p></p><p><strong>Cunning Infiltration</strong></p><p>Starting at 9th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least 1 hour studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.</p><p></p><p>Furthermore, you can unfailingly create false identities for yourself. At the end of a long rest, you can spend 25 gp to establish the material documents, history, profession, and affiliations for a false identity. You can't establish an identity that belongs to someone else.</p><p></p><p>Your ruses are indiscernible to the casual observer. If a wary creature suspects something is amiss, they have disadvantage to all checks made to detect your deceptions.</p><p></p><p><strong>Hobble Pursuit</strong></p><p>At 13th level, whenever you hit a target while you are hidden from them, the creature must make a Constitution saving throw against a DC equals to 8 + proficiency bonus + Intelligence mod. On a failed save, the creature receives a -10 penalty to their Initiative and have their speed reduced by 10 feet for 1 hour or until they receive magical healing. On a save, the creature is immune to this effect until the end of their next long rest.</p><p></p><p><strong>Death Strike</strong></p><p>Starting at 17th level, you become a master of instant death. Whenever you hit a target with your Assassinate feature, it must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature is reduced to 0 hp.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8208919, member: 6871653"] I still think that an assassin without a ''save or die'' feature at higher level is kinda dumb. Open Hand monks have it at higher level, for a pretty small cost; assassins should be able to pull that off with a small setup! [B]Assassinate[/B] Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. At the start of your first turn of each combat, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet and the first hit you score against such a creature on your turn is a critical hit. [B]Implements of Death[/B] When you choose this archetype at 3rd level, you gain proficiency with the poisoner kit and your choice of disguise kit or forgery kit. Furthermore, you can give yourself a bonus to your initiative rolls equal to your proficiency bonus. [B]Cunning Infiltration[/B] Starting at 9th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least 1 hour studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism. Furthermore, you can unfailingly create false identities for yourself. At the end of a long rest, you can spend 25 gp to establish the material documents, history, profession, and affiliations for a false identity. You can't establish an identity that belongs to someone else. Your ruses are indiscernible to the casual observer. If a wary creature suspects something is amiss, they have disadvantage to all checks made to detect your deceptions. [B]Hobble Pursuit[/B] At 13th level, whenever you hit a target while you are hidden from them, the creature must make a Constitution saving throw against a DC equals to 8 + proficiency bonus + Intelligence mod. On a failed save, the creature receives a -10 penalty to their Initiative and have their speed reduced by 10 feet for 1 hour or until they receive magical healing. On a save, the creature is immune to this effect until the end of their next long rest. [B]Death Strike[/B] Starting at 17th level, you become a master of instant death. Whenever you hit a target with your Assassinate feature, it must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the creature is reduced to 0 hp. [/QUOTE]
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