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Homebrew Assassin v4-ish?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8488810" data-attributes="member: 6871653"><p>Ok, great work! There's a lot going here: shrouds/vulnerable/shadow moves/tools. I think I restrict some stuff to use it for your archetype features. Here are my quick suggestions.</p><p></p><p><strong>1: Shrouds</strong></p><p>Keep mostly as-is, with the damage rider that looks a lot like the one from 4e.</p><p>Add: Placing and Invoking is a bonus action. At level 11, you can place 2 shrouds on the same target of different ones when you use the feature and 3 shrouds at 17th level.</p><p></p><p>The ritual to regain shroud on a ritual should be here.</p><p></p><p>** Ritualist tools</p><p>I'd make it a simple proficiency in your proficiency list at chargen, with a little block on the side to describe what it contains and its general use. No need of a whole feature to describe a new item.</p><p></p><p><strong>1: Shadow Move</strong></p><p>When you start your turn in a space obscured by dim light, a crowd or a natural feature such as foliage or fog, you can use your bonus action to gain one of the following bonus:</p><p></p><ul> <li data-xf-list-type="ul">You can take the Hide Action even if only lightly obscured or the Dodge action as a Shadow Move.</li> <li data-xf-list-type="ul">You can give yourself a speed bonus of 15 ft, gaining a climb speed equal to your speed until the end of your turn.</li> <li data-xf-list-type="ul">Make a single attack with attack. Hit or miss, making the attack doesn't reveal your position and the target has disadvantage to any save to resist the effect of a poison from that attack.</li> </ul><p>[HR][/HR]</p><p></p><p><strong>2: Tool Expertise</strong></p><p>Choose either Disguise kit, Poisoner kit, Thieves' tools or Ritualist kit. You proficiency is doubled when making an ability roll using this tool. Furthermore you gain improved uses for this tools.</p><p></p><p><strong>Poisoner kit</strong>: Your shroud can deal poison damage, in which case the damage die increases to d12. As part of your shadow move, you can poison your weapon. The next creature hit by this weapon must make a Constitution saving throw or be poisoned until the end of your next turn.</p><p></p><p><strong>Disguise kit</strong>: You gain a number of personas equal to your proficiency bonus. Upon donning a disguise as part of your shadow move and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.</p><p></p><p><strong>Tinker Tools</strong>: You have advantage on sleight of hands check to hide an item of your person. As part of your shadow move, you can stow or ready an hidden weapon. This weapon can not be removed from your grasp and you have advantage on your next weapon attack after you ready it.</p><p></p><p><strong>Ritualist kit</strong>: as is.</p><p></p><p><strong>Lethal</strong>: as is.</p><p>[HR][/HR]</p><p></p><p><strong>Parry</strong>: I'd make it level 3 and mix the riposte with. If you reduce the damage to 0 hp, you can use your reaction to make an attack.</p><p></p><p>[HR][/HR]</p><p></p><p>5: Extra attack, good.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>6: Shadowed steps</strong></p><p>As an action, you shroud your image from the mind of one creature with at least one of your shroud on them that you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.</p><p>[HR][/HR]</p><p></p><p>7: Evasion, good.</p><p>[HR][/HR]</p><p></p><p><strong>9: Advanced tools</strong></p><p><strong></strong></p><p><strong>Disguise </strong>kit: After a long rest, you and up to 5 allies can benefit from one of your persona.</p><p></p><p>The other can be as they are.</p><p>[HR][/HR]</p><p></p><p><strong>10 :Fear and Shadow</strong></p><p>When you invoke a shroud from an enemy, you can forgo the damage dice to instead force it to make a Wisdom saving throw or be frightened of you for 1 minute. The target can make the save again at the end of each of their turn for the duration of the effect.</p><p>[HR][/HR]</p><p></p><p><strong>11: Heart Seeker</strong></p><p>As an action, learn the current HP and resistance/Immunity of a creature within 120 ft of you that you can see.</p><p></p><p>Furthermore, you can make an attack that phases through most defenses. As an action, you can make one attack with your weapon. Treat the target's AC as 10 against this attack, regardless of the target's actual AC.</p><p>[HR][/HR]</p><p></p><p></p><p></p><p></p><p></p><p></p><p>And that's all for tonight. I'll go to sleep, I work this weekend.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8488810, member: 6871653"] Ok, great work! There's a lot going here: shrouds/vulnerable/shadow moves/tools. I think I restrict some stuff to use it for your archetype features. Here are my quick suggestions. [B]1: Shrouds[/B] Keep mostly as-is, with the damage rider that looks a lot like the one from 4e. Add: Placing and Invoking is a bonus action. At level 11, you can place 2 shrouds on the same target of different ones when you use the feature and 3 shrouds at 17th level. The ritual to regain shroud on a ritual should be here. ** Ritualist tools I'd make it a simple proficiency in your proficiency list at chargen, with a little block on the side to describe what it contains and its general use. No need of a whole feature to describe a new item. [B]1: Shadow Move[/B] When you start your turn in a space obscured by dim light, a crowd or a natural feature such as foliage or fog, you can use your bonus action to gain one of the following bonus: [LIST] [*]You can take the Hide Action even if only lightly obscured or the Dodge action as a Shadow Move. [*]You can give yourself a speed bonus of 15 ft, gaining a climb speed equal to your speed until the end of your turn. [*]Make a single attack with attack. Hit or miss, making the attack doesn't reveal your position and the target has disadvantage to any save to resist the effect of a poison from that attack. [/LIST] [HR][/HR] [B]2: Tool Expertise[/B] Choose either Disguise kit, Poisoner kit, Thieves' tools or Ritualist kit. You proficiency is doubled when making an ability roll using this tool. Furthermore you gain improved uses for this tools. [B]Poisoner kit[/B]: Your shroud can deal poison damage, in which case the damage die increases to d12. As part of your shadow move, you can poison your weapon. The next creature hit by this weapon must make a Constitution saving throw or be poisoned until the end of your next turn. [B]Disguise kit[/B]: You gain a number of personas equal to your proficiency bonus. Upon donning a disguise as part of your shadow move and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness. [B]Tinker Tools[/B]: You have advantage on sleight of hands check to hide an item of your person. As part of your shadow move, you can stow or ready an hidden weapon. This weapon can not be removed from your grasp and you have advantage on your next weapon attack after you ready it. [B]Ritualist kit[/B]: as is. [B]Lethal[/B]: as is. [HR][/HR] [B]Parry[/B]: I'd make it level 3 and mix the riposte with. If you reduce the damage to 0 hp, you can use your reaction to make an attack. [HR][/HR] 5: Extra attack, good. [HR][/HR] [B]6: Shadowed steps[/B] As an action, you shroud your image from the mind of one creature with at least one of your shroud on them that you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. [HR][/HR] 7: Evasion, good. [HR][/HR] [B]9: Advanced tools Disguise [/B]kit: After a long rest, you and up to 5 allies can benefit from one of your persona. The other can be as they are. [HR][/HR] [B]10 :Fear and Shadow[/B] When you invoke a shroud from an enemy, you can forgo the damage dice to instead force it to make a Wisdom saving throw or be frightened of you for 1 minute. The target can make the save again at the end of each of their turn for the duration of the effect. [HR][/HR] [B]11: Heart Seeker[/B] As an action, learn the current HP and resistance/Immunity of a creature within 120 ft of you that you can see. Furthermore, you can make an attack that phases through most defenses. As an action, you can make one attack with your weapon. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. [HR][/HR] And that's all for tonight. I'll go to sleep, I work this weekend. [/QUOTE]
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