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How do you handle Rogue (Assassins)?
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<blockquote data-quote="cooperjer" data-source="post: 7354262" data-attributes="member: 6862150"><p>I've had one assassin in my home game and one in my AL game. The one in my AL game talked with players at the table to setup a few assassinate attempts. The player has worked to have the highest initiative, and thus can utilize the assassinate feature. The player at my home game was not feeling like the assassinate feature was well balanced with the features from other classes. We worked together and came up with some house rules to help the class work well in a dungeon delve. These rules help with the class to work in a dungeon that is well lit to dark. It also allowed the group to work together and not require the rogue to sneak ahead of the barbarian and paladin to gain the benefit of the features. We played to level 10 with the rogue assassin character, and thus those rules have been play tested. The player didn't feel like they were too powerful and had fun making decisions on when to utilize the assassinate resource. We didn't use the poison features I put into the class, so those were not play tested.</p><p></p><p>Assassin level 3</p><p>Bonus Proficiencies: Same as PH: proficiency with disguise and poisoner's kit.</p><p>Assassinate: If the character makes an attack at a creature that does not perceive it and the character does not have disadvantage then the hit is considered a critical hit. The assassin can use this feature four times per day. You regain all spent assassinates when you finish a short or long rest. You gain one additional use of this feature at levels 7 and 10. You gain two additional uses of this feature at level 18. This is in addition to the text for assassinate.</p><p>Poison Specialist: An assassin selects 1 favored poison type from: ingestd, inhaled, contact, or injury. When you make an intelligence or wisdom check related to the favored poison type your proficiency bonus is doubled if you are using a skill you are proficient in. While traveling or during down time you may forage for poison ingredients per the Poisoner's Kit Homebrew by making an Intelligence (Poisoners Kit) roll DC 15. Success results in 1d4+Intelligence bonus ingredients gathered.</p><p></p><p>Assassin lvl 9</p><p>Poison Expertise: Creatures have disadvantage on saves against poisons you craft.</p><p>Infiltration Expertise: Same text as per PH.</p><p></p><p>Assassin lvl 13</p><p>The assassin can cast the Invisibility spell as an action without needing material components. The assassin can cast this a number of times equal to their Intelligence bonus. They regain used spells after a long rest.</p><p>Impostor: Same text as per PH.</p><p></p><p>Assassin lvl 15</p><p>Relentless Assassin: Starting at level 15, when you roll initiative and have no uses of Assassinate remaining, you regain one use of it.</p><p></p><p>The design of these features is based on the battlemaster fighter. The barbarian and paladin players did not indicate they felt like the assassin was doing too much damage and overshadowing them in that role.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7354262, member: 6862150"] I've had one assassin in my home game and one in my AL game. The one in my AL game talked with players at the table to setup a few assassinate attempts. The player has worked to have the highest initiative, and thus can utilize the assassinate feature. The player at my home game was not feeling like the assassinate feature was well balanced with the features from other classes. We worked together and came up with some house rules to help the class work well in a dungeon delve. These rules help with the class to work in a dungeon that is well lit to dark. It also allowed the group to work together and not require the rogue to sneak ahead of the barbarian and paladin to gain the benefit of the features. We played to level 10 with the rogue assassin character, and thus those rules have been play tested. The player didn't feel like they were too powerful and had fun making decisions on when to utilize the assassinate resource. We didn't use the poison features I put into the class, so those were not play tested. Assassin level 3 Bonus Proficiencies: Same as PH: proficiency with disguise and poisoner's kit. Assassinate: If the character makes an attack at a creature that does not perceive it and the character does not have disadvantage then the hit is considered a critical hit. The assassin can use this feature four times per day. You regain all spent assassinates when you finish a short or long rest. You gain one additional use of this feature at levels 7 and 10. You gain two additional uses of this feature at level 18. This is in addition to the text for assassinate. Poison Specialist: An assassin selects 1 favored poison type from: ingestd, inhaled, contact, or injury. When you make an intelligence or wisdom check related to the favored poison type your proficiency bonus is doubled if you are using a skill you are proficient in. While traveling or during down time you may forage for poison ingredients per the Poisoner's Kit Homebrew by making an Intelligence (Poisoners Kit) roll DC 15. Success results in 1d4+Intelligence bonus ingredients gathered. Assassin lvl 9 Poison Expertise: Creatures have disadvantage on saves against poisons you craft. Infiltration Expertise: Same text as per PH. Assassin lvl 13 The assassin can cast the Invisibility spell as an action without needing material components. The assassin can cast this a number of times equal to their Intelligence bonus. They regain used spells after a long rest. Impostor: Same text as per PH. Assassin lvl 15 Relentless Assassin: Starting at level 15, when you roll initiative and have no uses of Assassinate remaining, you regain one use of it. The design of these features is based on the battlemaster fighter. The barbarian and paladin players did not indicate they felt like the assassin was doing too much damage and overshadowing them in that role. [/QUOTE]
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