Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Merric's Test Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MerricB" data-source="post: 6705781" data-attributes="member: 3586"><p><strong>Originally posted by GladiusLegis:</strong></p><p></p><p><span style="font-size: 12px"><strong>III. Class Options</strong></span> </p><p>Once you've accounted for the necessary Fighter 2/Rogue 3 and Extra Attack somewhere, there's several paths to the way of the True Assassin.</p><p> </p><p><span style="color: deepskyblue"><strong>Fighter (past 2)</strong></span>: The Fighter class has much to offer beyond the necessary 2 levels to get Action Surge. Besides what's listed below, another major selling point of more Fighter levels is more ability score increases (which can also be feats) than any other class. Aside from the standard 4/8/12/16/19 progression, you also get an extra one each at Fighter levels 6 and 14.</p><p> </p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Combat Superiority</strong></span><br /> <strong>(Lv. 3, Battle Master)</strong>: Four d8 Superiority Dice and your choice of three maneuvers to start. Thing about Superiority Dice is that they get doubled on those delicious auto-crits like all other damage dice, making Battle Master the archetype of choice for True Assassins.</li> </ul><p></p><p><strong>Recommended Maneuvers</strong></p><p>[sblock]<span style="color: deepskyblue"><strong>Trip Attack</strong></span>: <em>Melee or ranged</em>. Knocking the enemy on its rear is one of the best things you can do. If you're using this as a ranged attack, however, save this for the last attack in your sequence so you don't get disadvantage.</p><p><span style="color: deepskyblue"><strong>Precision Attack</strong></span>: <em>Melee or ranged</em>. Sometimes you just want to hit, rather than deal the extra die in damage. The fact you can apply this after your attack roll makes this very useful, indeed. Did a particular attack roll you made look bad? Use this.</p><p><span style="color: deepskyblue"><strong>Menacing Attack</strong></span>: <em>Melee or ranged</em>. If they're not immune to fear, make them scared to approach you! If they're even alive after your surprise nova.</p><p><span style="color: blue"><strong>Distracting Strike</strong></span>: <em>Melee or ranged</em>. Good for setting up advantage for an ally if Trip Attack doesn't work (because the enemy is bigger than Large).</p><p><span style="color: blue"><strong>Maneuvering Attack</strong></span>: <em>Melee or ranged.</em> Free surprise-round movement for an ally is good to enable while doing your dirty work.</p><p><strong>Feinting Attack</strong>: <em>Melee (practical)</em>. This is one for the single-weapon duelists with a high number of Rogue levels and a Sneak Attack high enough to make this useful. Don't use this for an alpha strike, but on subsequent rounds this can be worthy to get Sneak Attack damage when you otherwise couldn't.</p><p></p><p>[/sblock] </p><ul> <li data-xf-list-type="ul"><span style="color: orange"><strong>Extra Attack (1)</strong></span><br /> <strong>(Lv. 5)</strong>: The quickest way for a True Assassin to get to the needed 2 attacks/action, although not the preference for every build.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Extra Attack (2)</strong></span><br /> <strong>(Lv. 11)</strong>: Only 11 Fighter levels can get you three attacks per Attack action, and this represents yet another big boost to not only baseline damage, but an Action Surge nova. Works equally well for melee or ranged, making this the most versatile damage boost of those beyond the first Extra Attack.</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>Action Surge (2/short rest)</strong></span><br /> <strong>(Lv. 17)</strong>: A second use of your premier nova ability per short rest is as solid as anything.</li> </ul><p> </p><p><span style="color: blue"><strong>Rogue (past 3)</strong></span>: The biggest reason to take Rogue levels past 3 is a stronger Sneak Attack, but you also get some neat abilities in addition along the way. Honestly, though, True Assassins shouldn't take any more than 9 Rogue levels. 11 Fighter levels for a third attack, or a high number of Paladin levels for more spell slots to Smite with, are much better for damage-dealing purposes.</p><p> </p><ul> <li data-xf-list-type="ul"><span style="color: blue"><strong>Uncanny Dodge</strong></span><br /> <strong>(Lv. 5)</strong>: Cutting one hit's damage every round in half with your reaction goes a long way toward survival in combat.</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>Expertise II</strong></span><br /> <strong>(Lv. 6)</strong>: Two more proficient skills get double proficiency. (Or even Thieves’ Tools.)</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Evasion</strong></span> <strong>(Lv. 7)</strong>: Since you started as a Fighter, you won't make your DEX saves to nullify damage entirely quite as often as an actual Rogue with DEX save proficiency. But even on a failed save, the damage gets cut in half, so this is still very much awesome.</li> </ul><p> </p><p><span style="color: deepskyblue"><strong>Paladin</strong></span>: If you prefer doing your dirty work in melee, there is nothing better than taking levels of this class. Once you get over the relatively minor hurdle of a little MAD (STR 13 and CHA 13 required), you'll find yourself possessing a wide array of tools that add more damage dice, making your surprise-round novas absolutely scream. However, if you are forced to do your work from <span style="color: purple"><strong>range</strong></span> (because of enemy blindsight and truesight), this class' main damage features (Divine Smite and Improved Divine Smite namely) are diminished considerably. You do have spells that add damage dice, however, so it's not a complete waste even then.</p><p> </p><ul> <li data-xf-list-type="ul"><strong>Fighting Style (Lv. 2)</strong>: Not nearly as good as the Fighter's or Ranger's options for the Assassin trade, since the Paladin doesn't offer Archery or Two-Weapon Fighting. Best to either take Dueling in case you get stuck with only a single melee weapon, or Defense for the free +1 AC.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Divine Smite</strong></span> <strong>(Lv. 2) (MELEE ONLY)</strong>: The cornerstone of the Paladin's burst damage, so long as you're in melee. The damage dice from this are doubled like all others, making your surprise-round novas scream. Gets better as you take more Paladin levels and get more and higher spell slots to burn.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Spellcasting / 1st-level spells</strong></span><br /> <strong>(Lv. 2)</strong>: Some spells here can add more damage dice for a bigger nova on top of Divine Smite.</li> </ul><p></p><p><strong>Recommended Spells</strong></p><p>[sblock]</p><p><span style="color: deepskyblue"><strong>Divine Favor</strong></span>: 1d4 extra damage on all hits, works on ranged attacks as well. This can add up very quickly on a surprise nova with Action Surge, where all those d4s get doubled. If you dual-wield, cast this the round before you approach your target so you get your off-hand buffed from this, too. (You typically want to do that with all bonus-action spells that add damage.)</p><p><span style="color: blue"><strong>Thunderous Smite</strong></span>: Melee only, 2d6 extra damage is nearly that of a 1st-level Divine Smite and stacks on top of that. And it gets doubled on your surprise nova crits, too. Good to use early in your Paladin progression.</p><p>[/sblock] </p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Sacred Weapon</strong></span><br /> <strong>(Lv. 3, Oath of Devotion)</strong>: If you absolutely, positively need to hit your target, this is as good as it gets ... with some giant caveats. You need to find a place to hide that won't let any light out before using this (for example, a closet or unoccupied room or small alcove away from your target), otherwise your bright shining weapon will give you away. Once you cast this, sheathe your weapon (it stays active as long as you're carrying it) until you can approach your target and strike.</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>Vow of Enmity</strong></span><br /> <strong>(Lv. 3, Oath of Vengeance)</strong>: Not as valuable for you as for a straight Paladin of Vengeance, since Assassinate also gives you advantage, but this is still good to have on reserve if you're forced to fight face-to-face.</li> <li data-xf-list-type="ul"><strong>1st-level Oath spells (Lv. 3)</strong>: <span style="color: deepskyblue"><strong>Vengeance</strong></span> wins pretty cleanly on Oath spells for damage purposes, and 1st level is no exception.</li> </ul><p></p><p><strong>Recommended Spells</strong></p><p>[sblock]<em>Vengeance:</em></p><p><span style="color: deepskyblue"><strong>Hunter's Mark</strong></span>: Adds 1d6 to all hits, which is more than Divine Favor. Gets doubled on your surprise nova, too, and works for melee or ranged. Cast the round before approach.</p><p></p><p>[/sblock] </p><ul> <li data-xf-list-type="ul"><span style="color: orange"><strong>Extra Attack</strong></span><strong> /</strong><br /> <span style="color: deepskyblue"><strong>2nd-level spells</strong></span><br /> <strong>(Lv. 5)</strong>: You get the all-important Extra Attack and 2nd-level spells at Paladin 5. A big level.</li> </ul><p></p><p><strong>Recommended Spells</strong></p><p>[sblock]</p><p><span style="color: blue"><strong>Branding Smite</strong></span>: Amazingly, this Smite spell works with a ranged weapon, so if you're forced to strike from ranged, consider this one. 2d6 extra damage dice that double on surprise round, and it can be upcast with higher slots for more damage. Stack with a Divine Smite for more goodness. Cast the round before approach.</p><p>[/sblock] </p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Aura of Protection</strong></span><br /> <strong>(Lv. 6)</strong>: Arguably the signature of the Paladin class, CHA-modifier to not only all of your saves, but to any allies' saves within 10 feet.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Aura of Devotion</strong></span><br /> <strong>(Lv. 7, Oath of Devotion)</strong>: Straight-up immunity to charm, spreads to allies within 10 feet.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>3rd-level spells</strong></span><br /> <strong>(Lv. 9)</strong>: A big level for spells, especially if you went Vengeance.</li> </ul><p></p><p><strong>Recommended Spells</strong></p><p>[sblock]</p><p><span style="color: blue"><strong>Blinding Smite</strong></span>: Melee only, 3d8 extra damage, doubling on your auto-crits like everything else. Oh, and yes, it blinds the target on a failed CON save. Cast round before approach.</p><p><span style="color: deepskyblue"><strong>Crusader's Mantle</strong></span>: If you're leading a team of True Assassins, there is nothing finer. Imagine d4s on all hits from you and your team, all of them doubled! Even if you don't have a team of True Assassins, this is really good for your mundane attackers and any summoned creatures. Works melee or ranged.</p><p><span style="color: deepskyblue"><strong>Elemental Weapon</strong></span>: If your weapon is nonmagical, it's a +1 to hit and +1d4 to all your hits (which, again, double on your auto-crits). Works with ranged weapons, too. Don't use this if you're wielding a <span style="color: red"><strong>magical weapon</strong></span>. </p><p><em>Vengeance:</em></p><p><span style="color: deepskyblue"><strong>Haste</strong></span>: An extra attack with all the other damage dice Paladins can get on each surprise-round crit is just gross, and it also helps you in any remaining fighting after the surprise round. Also very clearly the spell of choice if you're forced to deal from range. Just remember to cast the round before you approach so you get the benefit of all attacks on your surprise round.</p><p></p><p>[/sblock] </p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Aura of Courage</strong></span><br /> <strong>(Lv. 10)</strong>: Straight-up immunity to fear, spreads to allies within 10 feet.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Improved Divine Smite</strong></span><br /> <strong>(Lv. 11) (MELEE ONLY)</strong>: The Paladin's Lv. 11 damage boost is especially impressive for Assassins who work in melee. The 1d8 — yes, doubled on all crits — gets added to ALL melee attacks. In the hands of a dual-wielder, this feature can actually lead to more damage on a surprise nova round than the Fighter's third attack does, considering Assassins use rapiers or shortswords in melee at most. If only this feature worked at range, it'd be absolutely perfect.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>4th-level spells</strong></span><br /> <strong>(Lv. 13)</strong>: Most Paladin True Assassins will stop here, as it's the highest spell level they can get, and their Lv. 14-16 features do not help the profession much. Mostly, you'll use this spell level for your one maximum Divine Smite (5d8, doubled on crit) per day.</li> </ul><p> </p><p><span style="color: blue"><strong>Ranger</strong></span>: Some good stuff going this multiclass route if you prefer to work from range in particular. Remember to have a 13 WIS if you want to go here.</p><p> </p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Fighting Style</strong></span><br /> <strong>(Lv 2)</strong>: All the likely Assassin styles are there — Archery, Two-Weapon Style and Dueling. Pick one of those if you want a little more versatility in how you kill, or take Defense for the +1 boost to AC.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Spellcasting / 1st-level spells</strong></span><br /> <strong>(Lv. 2)</strong>: One spell in particular should be catching your eye, and that is <span style="color: orange"><strong>Hunter's Mark</strong></span>. 1D6 extra damage on all attacks that gets doubled on crit. Cast it the round before you strike if you have bonus action attacks.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Colossus Slayer</strong></span><br /> <strong>(Lv. 3, Hunter)</strong>: This is why you'd go Hunter as a True Assassin. 1D8 once per round against an already wounded enemy, which will kick in on the surprise nova (and get doubled) as long as you hit with at least two attacks during your sequence.</li> <li data-xf-list-type="ul"><span style="color: orange"><strong>Extra Attack</strong></span><br /> <strong>/</strong><br /> <span style="color: blue"><strong>2nd-level spells</strong></span><br /> <strong>(Lv. 5)</strong>: The necessary Extra Attack plus, I guess, more slots to cast Hunter's Mark with. (Well, some Ranger utility spells here are really good, but don't directly help your surprise nova, so I'll leave mentions there to the Ranger guide.)</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>3rd-level spells</strong></span> <strong>(Lv. 9)</strong>: Some really good spells here for the Ranger, although none are particularly noteworthy for your surprise nova.</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>Volley</strong></span><br /> <strong>(Lv. 11, Hunter)</strong>: Easily the better of the two Multiattack choices here, even if you do prefer melee otherwise. Gives you an interesting nova option when surprising a large group of enemies. Shower them all with attacks that all have their damage dice doubled on crits, and then Action Surge for a double tap of crits against all of them.</li> </ul><p> </p><p><span style="color: deepskyblue"><strong>Warlock</strong></span>: One particular spell is a big prize for the surprise-round nova and is available from the first level you dip here. CHA 13 required. If you want an actual predominantly spellcasting Assassin, you'll want to advance pretty far here.</p><p> </p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Pact Magic (1 slot/short rest, 1st-level)</strong></span><br /> <strong>(Lv. 1)</strong>: Take this to get <span style="color: orange"><strong>Hex</strong></span> to deal 1d6 extra damage on all attacks, that yet again all get doubled on a surprise nova's crits. This also can reduce the enemy's initiative thanks to the penalty to ability checks. Even with just 1 Warlock level, that matches the number of Action Surges you get every short rest, so that'll do just fine.</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>2 slots/short rest, 1st-level</strong></span><br /> <strong>(Lv. 2)</strong>: Cast another Hex between short rests. You don't get a third slot until Lv. 11, which may be farther than you want from this class.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>2nd-level spells/slots</strong></span><br /> <strong>(Lv. 3)</strong>: Invisibility is a very nice spell to learn for your trade, basically allowing you to Hide anywhere.</li> <li data-xf-list-type="ul"><strong>Pact Boon (Lv. 3)</strong>: Take whatever pleases, although if you want Thirsting Blade at Lv. 5, to get your Extra Attack that way, take Pact of the Blade.</li> <li data-xf-list-type="ul"><span style="color: orange"><strong>Thirsting Blade</strong></span> <strong>(Pact of the Blade) / </strong><span style="color: deepskyblue"><strong>3rd-level spells/slots</strong></span><br /> <strong>(Lv. 5)</strong>: Thirsting Blade is the way to get Extra Attack via 5 Warlock levels. 3rd-level spells come at this level, too.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>4th-level spells/slots</strong></span><br /> <strong>(Lv. 7)</strong></li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>5th-level spells/slots</strong></span><br /> <strong>(Lv. 9)</strong>: The power of your slots maxes out here.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Mystic Arcanum (6th-level) / 3 slots/short rest</strong></span> <strong>(Lv. 11)</strong>: Finally get a third slot, along with one 6th-level spell per day. Nice.</li> <li data-xf-list-type="ul"><span style="color: blue"><strong>Lifedrinker</strong></span><br /> <strong>(Lv. 12, Pact of the Blade)</strong>: It's a static bonus, so it doesn't get multiplied on your auto-crits, but what the heck, it's damage, so take it if you made it this far in the class.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Mystic Arcanum (7th-level)</strong></span><br /> <strong>(Lv. 13)</strong></li> </ul><p> </p></blockquote><p></p>
[QUOTE="MerricB, post: 6705781, member: 3586"] [b]Originally posted by GladiusLegis:[/b] [Size=3][b]III. Class Options[/b][/size] Once you've accounted for the necessary Fighter 2/Rogue 3 and Extra Attack somewhere, there's several paths to the way of the True Assassin. [COLOR=deepskyblue][b]Fighter (past 2)[/b][/COLOR]: The Fighter class has much to offer beyond the necessary 2 levels to get Action Surge. Besides what's listed below, another major selling point of more Fighter levels is more ability score increases (which can also be feats) than any other class. Aside from the standard 4/8/12/16/19 progression, you also get an extra one each at Fighter levels 6 and 14. [LIST][*][COLOR=deepskyblue][b]Combat Superiority[/b][/COLOR] [b](Lv. 3, Battle Master)[/b]: Four d8 Superiority Dice and your choice of three maneuvers to start. Thing about Superiority Dice is that they get doubled on those delicious auto-crits like all other damage dice, making Battle Master the archetype of choice for True Assassins. [/LIST] [b]Recommended Maneuvers[/b] [sblock][COLOR=deepskyblue][b]Trip Attack[/b][/COLOR]: [i]Melee or ranged[/i]. Knocking the enemy on its rear is one of the best things you can do. If you're using this as a ranged attack, however, save this for the last attack in your sequence so you don't get disadvantage. [COLOR=deepskyblue][b]Precision Attack[/b][/COLOR]: [i]Melee or ranged[/i]. Sometimes you just want to hit, rather than deal the extra die in damage. The fact you can apply this after your attack roll makes this very useful, indeed. Did a particular attack roll you made look bad? Use this. [COLOR=deepskyblue][b]Menacing Attack[/b][/COLOR]: [i]Melee or ranged[/i]. If they're not immune to fear, make them scared to approach you! If they're even alive after your surprise nova. [COLOR=blue][b]Distracting Strike[/b][/COLOR]: [i]Melee or ranged[/i]. Good for setting up advantage for an ally if Trip Attack doesn't work (because the enemy is bigger than Large). [COLOR=blue][b]Maneuvering Attack[/b][/COLOR]: [i]Melee or ranged.[/i] Free surprise-round movement for an ally is good to enable while doing your dirty work. [b]Feinting Attack[/b]: [i]Melee (practical)[/i]. This is one for the single-weapon duelists with a high number of Rogue levels and a Sneak Attack high enough to make this useful. Don't use this for an alpha strike, but on subsequent rounds this can be worthy to get Sneak Attack damage when you otherwise couldn't. [/sblock] [LIST][*][COLOR=orange][b]Extra Attack (1)[/b][/COLOR] [b](Lv. 5)[/b]: The quickest way for a True Assassin to get to the needed 2 attacks/action, although not the preference for every build. [*][COLOR=deepskyblue][b]Extra Attack (2)[/b][/COLOR] [b](Lv. 11)[/b]: Only 11 Fighter levels can get you three attacks per Attack action, and this represents yet another big boost to not only baseline damage, but an Action Surge nova. Works equally well for melee or ranged, making this the most versatile damage boost of those beyond the first Extra Attack. [*][COLOR=blue][b]Action Surge (2/short rest)[/b][/COLOR] [b](Lv. 17)[/b]: A second use of your premier nova ability per short rest is as solid as anything. [/LIST] [COLOR=blue][b]Rogue (past 3)[/b][/COLOR]: The biggest reason to take Rogue levels past 3 is a stronger Sneak Attack, but you also get some neat abilities in addition along the way. Honestly, though, True Assassins shouldn't take any more than 9 Rogue levels. 11 Fighter levels for a third attack, or a high number of Paladin levels for more spell slots to Smite with, are much better for damage-dealing purposes. [LIST][*][COLOR=blue][b]Uncanny Dodge[/b][/COLOR] [b](Lv. 5)[/b]: Cutting one hit's damage every round in half with your reaction goes a long way toward survival in combat. [*][COLOR=blue][b]Expertise II[/b][/COLOR] [b](Lv. 6)[/b]: Two more proficient skills get double proficiency. (Or even Thieves’ Tools.) [*][COLOR=deepskyblue][b]Evasion[/b][/COLOR] [b](Lv. 7)[/b]: Since you started as a Fighter, you won't make your DEX saves to nullify damage entirely quite as often as an actual Rogue with DEX save proficiency. But even on a failed save, the damage gets cut in half, so this is still very much awesome. [/LIST] [COLOR=deepskyblue][b]Paladin[/b][/COLOR]: If you prefer doing your dirty work in melee, there is nothing better than taking levels of this class. Once you get over the relatively minor hurdle of a little MAD (STR 13 and CHA 13 required), you'll find yourself possessing a wide array of tools that add more damage dice, making your surprise-round novas absolutely scream. However, if you are forced to do your work from [COLOR=purple][b]range[/b][/COLOR] (because of enemy blindsight and truesight), this class' main damage features (Divine Smite and Improved Divine Smite namely) are diminished considerably. You do have spells that add damage dice, however, so it's not a complete waste even then. [LIST][*][b]Fighting Style (Lv. 2)[/b]: Not nearly as good as the Fighter's or Ranger's options for the Assassin trade, since the Paladin doesn't offer Archery or Two-Weapon Fighting. Best to either take Dueling in case you get stuck with only a single melee weapon, or Defense for the free +1 AC. [*][COLOR=deepskyblue][b]Divine Smite[/b][/COLOR] [b](Lv. 2) (MELEE ONLY)[/b]: The cornerstone of the Paladin's burst damage, so long as you're in melee. The damage dice from this are doubled like all others, making your surprise-round novas scream. Gets better as you take more Paladin levels and get more and higher spell slots to burn. [*][COLOR=deepskyblue][b]Spellcasting / 1st-level spells[/b][/COLOR] [b](Lv. 2)[/b]: Some spells here can add more damage dice for a bigger nova on top of Divine Smite. [/LIST] [b]Recommended Spells[/b] [sblock] [COLOR=deepskyblue][b]Divine Favor[/b][/COLOR]: 1d4 extra damage on all hits, works on ranged attacks as well. This can add up very quickly on a surprise nova with Action Surge, where all those d4s get doubled. If you dual-wield, cast this the round before you approach your target so you get your off-hand buffed from this, too. (You typically want to do that with all bonus-action spells that add damage.) [COLOR=blue][b]Thunderous Smite[/b][/COLOR]: Melee only, 2d6 extra damage is nearly that of a 1st-level Divine Smite and stacks on top of that. And it gets doubled on your surprise nova crits, too. Good to use early in your Paladin progression. [/sblock] [LIST][*][COLOR=deepskyblue][b]Sacred Weapon[/b][/COLOR] [b](Lv. 3, Oath of Devotion)[/b]: If you absolutely, positively need to hit your target, this is as good as it gets ... with some giant caveats. You need to find a place to hide that won't let any light out before using this (for example, a closet or unoccupied room or small alcove away from your target), otherwise your bright shining weapon will give you away. Once you cast this, sheathe your weapon (it stays active as long as you're carrying it) until you can approach your target and strike. [*][COLOR=blue][b]Vow of Enmity[/b][/COLOR] [b](Lv. 3, Oath of Vengeance)[/b]: Not as valuable for you as for a straight Paladin of Vengeance, since Assassinate also gives you advantage, but this is still good to have on reserve if you're forced to fight face-to-face. [*][b]1st-level Oath spells (Lv. 3)[/b]: [COLOR=deepskyblue][b]Vengeance[/b][/COLOR] wins pretty cleanly on Oath spells for damage purposes, and 1st level is no exception. [/LIST] [b]Recommended Spells[/b] [sblock][i]Vengeance:[/i] [COLOR=deepskyblue][b]Hunter's Mark[/b][/COLOR]: Adds 1d6 to all hits, which is more than Divine Favor. Gets doubled on your surprise nova, too, and works for melee or ranged. Cast the round before approach. [/sblock] [LIST][*][COLOR=orange][b]Extra Attack[/b][/COLOR][b] /[/b] [COLOR=deepskyblue][b]2nd-level spells[/b][/COLOR] [b](Lv. 5)[/b]: You get the all-important Extra Attack and 2nd-level spells at Paladin 5. A big level. [/LIST] [b]Recommended Spells[/b] [sblock] [COLOR=blue][b]Branding Smite[/b][/COLOR]: Amazingly, this Smite spell works with a ranged weapon, so if you're forced to strike from ranged, consider this one. 2d6 extra damage dice that double on surprise round, and it can be upcast with higher slots for more damage. Stack with a Divine Smite for more goodness. Cast the round before approach. [/sblock] [LIST][*][COLOR=deepskyblue][b]Aura of Protection[/b][/COLOR] [b](Lv. 6)[/b]: Arguably the signature of the Paladin class, CHA-modifier to not only all of your saves, but to any allies' saves within 10 feet. [*][COLOR=deepskyblue][b]Aura of Devotion[/b][/COLOR] [b](Lv. 7, Oath of Devotion)[/b]: Straight-up immunity to charm, spreads to allies within 10 feet. [*][COLOR=deepskyblue][b]3rd-level spells[/b][/COLOR] [b](Lv. 9)[/b]: A big level for spells, especially if you went Vengeance. [/LIST] [b]Recommended Spells[/b] [sblock] [COLOR=blue][b]Blinding Smite[/b][/COLOR]: Melee only, 3d8 extra damage, doubling on your auto-crits like everything else. Oh, and yes, it blinds the target on a failed CON save. Cast round before approach. [COLOR=deepskyblue][b]Crusader's Mantle[/b][/COLOR]: If you're leading a team of True Assassins, there is nothing finer. Imagine d4s on all hits from you and your team, all of them doubled! Even if you don't have a team of True Assassins, this is really good for your mundane attackers and any summoned creatures. Works melee or ranged. [COLOR=deepskyblue][b]Elemental Weapon[/b][/COLOR]: If your weapon is nonmagical, it's a +1 to hit and +1d4 to all your hits (which, again, double on your auto-crits). Works with ranged weapons, too. Don't use this if you're wielding a [COLOR=red][b]magical weapon[/b][/COLOR]. [i]Vengeance:[/i] [COLOR=deepskyblue][b]Haste[/b][/COLOR]: An extra attack with all the other damage dice Paladins can get on each surprise-round crit is just gross, and it also helps you in any remaining fighting after the surprise round. Also very clearly the spell of choice if you're forced to deal from range. Just remember to cast the round before you approach so you get the benefit of all attacks on your surprise round. [/sblock] [LIST][*][COLOR=deepskyblue][b]Aura of Courage[/b][/COLOR] [b](Lv. 10)[/b]: Straight-up immunity to fear, spreads to allies within 10 feet. [*][COLOR=deepskyblue][b]Improved Divine Smite[/b][/COLOR] [b](Lv. 11) (MELEE ONLY)[/b]: The Paladin's Lv. 11 damage boost is especially impressive for Assassins who work in melee. The 1d8 — yes, doubled on all crits — gets added to ALL melee attacks. In the hands of a dual-wielder, this feature can actually lead to more damage on a surprise nova round than the Fighter's third attack does, considering Assassins use rapiers or shortswords in melee at most. If only this feature worked at range, it'd be absolutely perfect. [*][COLOR=deepskyblue][b]4th-level spells[/b][/COLOR] [b](Lv. 13)[/b]: Most Paladin True Assassins will stop here, as it's the highest spell level they can get, and their Lv. 14-16 features do not help the profession much. Mostly, you'll use this spell level for your one maximum Divine Smite (5d8, doubled on crit) per day. [/LIST] [COLOR=blue][b]Ranger[/b][/COLOR]: Some good stuff going this multiclass route if you prefer to work from range in particular. Remember to have a 13 WIS if you want to go here. [LIST][*][COLOR=deepskyblue][b]Fighting Style[/b][/COLOR] [b](Lv 2)[/b]: All the likely Assassin styles are there — Archery, Two-Weapon Style and Dueling. Pick one of those if you want a little more versatility in how you kill, or take Defense for the +1 boost to AC. [*][COLOR=deepskyblue][b]Spellcasting / 1st-level spells[/b][/COLOR] [b](Lv. 2)[/b]: One spell in particular should be catching your eye, and that is [COLOR=orange][b]Hunter's Mark[/b][/COLOR]. 1D6 extra damage on all attacks that gets doubled on crit. Cast it the round before you strike if you have bonus action attacks. [*][COLOR=deepskyblue][b]Colossus Slayer[/b][/COLOR] [b](Lv. 3, Hunter)[/b]: This is why you'd go Hunter as a True Assassin. 1D8 once per round against an already wounded enemy, which will kick in on the surprise nova (and get doubled) as long as you hit with at least two attacks during your sequence. [*][COLOR=orange][b]Extra Attack[/b][/COLOR] [b]/[/b] [COLOR=blue][b]2nd-level spells[/b][/COLOR] [b](Lv. 5)[/b]: The necessary Extra Attack plus, I guess, more slots to cast Hunter's Mark with. (Well, some Ranger utility spells here are really good, but don't directly help your surprise nova, so I'll leave mentions there to the Ranger guide.) [*][COLOR=blue][b]3rd-level spells[/b][/COLOR] [b](Lv. 9)[/b]: Some really good spells here for the Ranger, although none are particularly noteworthy for your surprise nova. [*][COLOR=blue][b]Volley[/b][/COLOR] [b](Lv. 11, Hunter)[/b]: Easily the better of the two Multiattack choices here, even if you do prefer melee otherwise. Gives you an interesting nova option when surprising a large group of enemies. Shower them all with attacks that all have their damage dice doubled on crits, and then Action Surge for a double tap of crits against all of them. [/LIST] [COLOR=deepskyblue][b]Warlock[/b][/COLOR]: One particular spell is a big prize for the surprise-round nova and is available from the first level you dip here. CHA 13 required. If you want an actual predominantly spellcasting Assassin, you'll want to advance pretty far here. [LIST][*][COLOR=deepskyblue][b]Pact Magic (1 slot/short rest, 1st-level)[/b][/COLOR] [b](Lv. 1)[/b]: Take this to get [COLOR=orange][b]Hex[/b][/COLOR] to deal 1d6 extra damage on all attacks, that yet again all get doubled on a surprise nova's crits. This also can reduce the enemy's initiative thanks to the penalty to ability checks. Even with just 1 Warlock level, that matches the number of Action Surges you get every short rest, so that'll do just fine. [*][COLOR=blue][b]2 slots/short rest, 1st-level[/b][/COLOR] [b](Lv. 2)[/b]: Cast another Hex between short rests. You don't get a third slot until Lv. 11, which may be farther than you want from this class. [*][COLOR=deepskyblue][b]2nd-level spells/slots[/b][/COLOR] [b](Lv. 3)[/b]: Invisibility is a very nice spell to learn for your trade, basically allowing you to Hide anywhere. [*][b]Pact Boon (Lv. 3)[/b]: Take whatever pleases, although if you want Thirsting Blade at Lv. 5, to get your Extra Attack that way, take Pact of the Blade. [*][COLOR=orange][b]Thirsting Blade[/b][/COLOR] [b](Pact of the Blade) / [/b][COLOR=deepskyblue][b]3rd-level spells/slots[/b][/COLOR] [b](Lv. 5)[/b]: Thirsting Blade is the way to get Extra Attack via 5 Warlock levels. 3rd-level spells come at this level, too. [*][COLOR=deepskyblue][b]4th-level spells/slots[/b][/COLOR] [b](Lv. 7)[/b] [*][COLOR=deepskyblue][b]5th-level spells/slots[/b][/COLOR] [b](Lv. 9)[/b]: The power of your slots maxes out here. [*][COLOR=deepskyblue][b]Mystic Arcanum (6th-level) / 3 slots/short rest[/b][/COLOR] [b](Lv. 11)[/b]: Finally get a third slot, along with one 6th-level spell per day. Nice. [*][COLOR=blue][b]Lifedrinker[/b][/COLOR] [b](Lv. 12, Pact of the Blade)[/b]: It's a static bonus, so it doesn't get multiplied on your auto-crits, but what the heck, it's damage, so take it if you made it this far in the class. [*][COLOR=deepskyblue][b]Mystic Arcanum (7th-level)[/b][/COLOR] [b](Lv. 13)[/b] [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Merric's Test Thread
Top