D&D 5E Testing Merric's WotC=>EN World Importer

Originally posted by GladiusLegis:

III. Class Options 
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.
 
Fighter (past 2): 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.
 
  • Combat Superiority
    (Lv. 3, Battle Master): 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.

Recommended Maneuvers
[sblock]Trip Attack: Melee or ranged. 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.
Precision Attack: Melee or ranged. 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.
Menacing Attack: Melee or ranged. If they're not immune to fear, make them scared to approach you! If they're even alive after your surprise nova.
Distracting Strike: Melee or ranged. Good for setting up advantage for an ally if Trip Attack doesn't work (because the enemy is bigger than Large).
Maneuvering Attack: Melee or ranged. Free surprise-round movement for an ally is good to enable while doing your dirty work.
Feinting Attack: Melee (practical). 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] 
  • Extra Attack (1)
    (Lv. 5): The quickest way for a True Assassin to get to the needed 2 attacks/action, although not the preference for every build.
  • Extra Attack (2)
    (Lv. 11): 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.
  • Action Surge (2/short rest)
    (Lv. 17): A second use of your premier nova ability per short rest is as solid as anything.
 
Rogue (past 3): 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.
 
  • Uncanny Dodge
    (Lv. 5): Cutting one hit's damage every round in half with your reaction goes a long way toward survival in combat.
  • Expertise II
    (Lv. 6): Two more proficient skills get double proficiency. (Or even Thieves’ Tools.)
  • Evasion (Lv. 7): 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.
 
Paladin: 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 range (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.
 
  • Fighting Style (Lv. 2): 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.
  • Divine Smite (Lv. 2) (MELEE ONLY): 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.
  • Spellcasting / 1st-level spells
    (Lv. 2): Some spells here can add more damage dice for a bigger nova on top of Divine Smite.

Recommended Spells
[sblock]
Divine Favor: 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.)
Thunderous Smite: 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] 
  • Sacred Weapon
    (Lv. 3, Oath of Devotion): 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.
  • Vow of Enmity
    (Lv. 3, Oath of Vengeance): 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.
  • 1st-level Oath spells (Lv. 3): Vengeance wins pretty cleanly on Oath spells for damage purposes, and 1st level is no exception.

Recommended Spells
[sblock]Vengeance:
Hunter's Mark: 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] 
  • Extra Attack /
    2nd-level spells
    (Lv. 5): You get the all-important Extra Attack and 2nd-level spells at Paladin 5. A big level.

Recommended Spells
[sblock]
Branding Smite: 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] 
  • Aura of Protection
    (Lv. 6): Arguably the signature of the Paladin class, CHA-modifier to not only all of your saves, but to any allies' saves within 10 feet.
  • Aura of Devotion
    (Lv. 7, Oath of Devotion): Straight-up immunity to charm, spreads to allies within 10 feet.
  • 3rd-level spells
    (Lv. 9): A big level for spells, especially if you went Vengeance.

Recommended Spells
[sblock]
Blinding Smite: 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.
Crusader's Mantle: 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.
Elemental Weapon: 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 magical weapon
Vengeance:
Haste: 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] 
  • Aura of Courage
    (Lv. 10): Straight-up immunity to fear, spreads to allies within 10 feet.
  • Improved Divine Smite
    (Lv. 11) (MELEE ONLY): 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.
  • 4th-level spells
    (Lv. 13): 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.
 
Ranger: 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.
 
  • Fighting Style
    (Lv 2): 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.
  • Spellcasting / 1st-level spells
    (Lv. 2): One spell in particular should be catching your eye, and that is Hunter's Mark. 1D6 extra damage on all attacks that gets doubled on crit. Cast it the round before you strike if you have bonus action attacks.
  • Colossus Slayer
    (Lv. 3, Hunter): 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.
  • Extra Attack
    /
    2nd-level spells
    (Lv. 5): 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.)
  • 3rd-level spells (Lv. 9): Some really good spells here for the Ranger, although none are particularly noteworthy for your surprise nova.
  • Volley
    (Lv. 11, Hunter): 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.
 
Warlock: 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.
 
  • Pact Magic (1 slot/short rest, 1st-level)
    (Lv. 1): Take this to get Hex 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.
  • 2 slots/short rest, 1st-level
    (Lv. 2): 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.
  • 2nd-level spells/slots
    (Lv. 3): Invisibility is a very nice spell to learn for your trade, basically allowing you to Hide anywhere.
  • Pact Boon (Lv. 3): Take whatever pleases, although if you want Thirsting Blade at Lv. 5, to get your Extra Attack that way, take Pact of the Blade.
  • Thirsting Blade (Pact of the Blade) / 3rd-level spells/slots
    (Lv. 5): Thirsting Blade is the way to get Extra Attack via 5 Warlock levels. 3rd-level spells come at this level, too.
  • 4th-level spells/slots
    (Lv. 7)
  • 5th-level spells/slots
    (Lv. 9): The power of your slots maxes out here.
  • Mystic Arcanum (6th-level) / 3 slots/short rest (Lv. 11): Finally get a third slot, along with one 6th-level spell per day. Nice.
  • Lifedrinker
    (Lv. 12, Pact of the Blade): 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.
  • Mystic Arcanum (7th-level)
    (Lv. 13)
 
 

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Originally posted by GladiusLegis:

V. Feats 
Most True Assassins will likely wind up an ability increase/feat short of your typical single-class characters. Thus, judicious picking of feats is especially critical, although you'll probably have more options than most if you stick strictly to Fighter and Rogue levels.
 
Alert: If you can't get a surprise round, you at least want to make sure you go first so you can stilll get advantage the first round of combat, if nothing else. This feat all but guarantees that will happen. A prime pick for Assassins, for sure.
Crossbow Expert: If you're working from range, this is a prime choice. Getting a bonus-action attack from dual-wielding two hand crossbows helps your surprise round damage all that much more, and ignoring the loading quality means you'll get all the attacks expected of you when using crossbows. Perfect.
Dual Wielder: Arguable whether an average of +1 damage (+2 on crits) from upgrading from 2 shortswords to 2 rapiers is worth it. But it doesn't really hurt, either, as long as you maxed out your DEX first.
Magic Initiate: If you don't want to dip Warlock levels to pick up Hex, then consider this alternative. You only get one casting of that spell per day in this case, but that can be useful for that one big surprise nova you want to really make hurt.
Sharpshooter: A great choice if you work primarily from range. Removing disadvantage from long range lets you snipe reliably from wherever you please practically (like well out of everyone's blindsight or truesight ranges), and ignoring anything short of total cover is also sweet. The hit-for-damage trade is good sometimes (namely, if you're forced into straight combat), but not so good for a surprise nova, since you don't get static bonuses multiplied on crits or any other time.
Skulker: Terrific for a pure Rogue (Assassin) who only ever gets one attack on their Attack action. For you, on the other hand, not quite as necessary, since you're bound to hit at least once with as many attacks as you'll put out on a surprise nova. Hiding in light obscurity is nice, though, if you're not already a Wood Elf.
 

Originally posted by GladiusLegis:

VIII. Builds and Combos 
All of the class and level combinations below have at least four ability score increases (or feats). You really do not want to dip below that.
 
(Note: All Fighter levels beyond 3 are of the Battle Master archetype, all Rogue levels beyond 3 are of the Assassin archetype, and all Ranger levels beyond 3 are of the Hunter archetype.)
 
Fighter 17/Rogue 3
  • 6 ASIs/feats, 3 attacks/Attack action, Action Surge 2/short rest, 6 Superiority Dice (d10s), 2d6 Sneak Attack

Surprise nova round damage, Lv. 20
[sblock]+11 vs. AC 20, w/ advantage = .84
Action Surge (3 attacks/action), 2 shortswords or hand crossbows (via Crossbow Expert) (1 bonus action attack) = 7 attacks
 
Per hit (auto-crit) damage:
5 DEX
+2d6 (7) shortsword/hand crossbow crit
+2d10 (11) Superiority Dice crit (6 attacks only)
 
Once per round damage:
+4d6 (14) Sneak Attack crit
 
6*(.84*23) + (.84*12) + (1-.16^7)*14
= 140

[/sblock] 
 
 
Fighter 12/Rogue 8
  • 6 ASIs/feats, 3 attacks/Attack action, Uncanny Dodge, Expertise II, Evasion, 5 Superiority Dice (d10s), 4d6 Sneak Attack
 
Fighter 11/Rogue 9
  • 5 ASIs/feats, 3 attacks/Attack action, Uncanny Dodge, Expertise II, Evasion, 5 Superiority Dice (d10s), 5d6 Sneak Attack

Surprise nova round damage, Lv. 20
[sblock]+11 vs. AC 20, w/ advantage = .84
Action Surge (3 attacks/action), 2 shortswords or hand crossbows (via Crossbow Expert) (1 bonus action attack) = 7 attacks
 
Per hit (auto-crit) damage:
5 DEX
+2d6 (7) shortsword/hand crossbow crit
+2d10 (11) Superiority Dice crit (5 attacks only)
 
Once per round damage:
+10d6 (35) Sneak Attack crit
 
5*(.84*23) + 2*(.84*12) + (1-.16^7)*35
= 151.76

[/sblock] 
 
 
Fighter 11/Rogue 3/Paladin (Vengeance) 6
  • 4 ASIs/feats, 3 attacks/Attack action, 5 Superiority Dice (d10s), 2d6 Sneak Attack, Divine Smite, 2nd-level spells/slots, Aura of Protection

Surprise nova round damage, Lv. 20
[sblock]Using Hunter's Mark + 1 2nd-level Divine Smite
+11 vs. AC 20, w/ advantage = .84
Action Surge (3 attacks/action), 2 shortswords (1 bonus action attack) = 7 attacks
 
Per hit (auto-crit) damage:
5 DEX
+2d6 (7) shortsword crit
+2d6 (7) Hunter’s Mark crit
+2d10 (11) Superiority Dice crit (5 attacks only)
 
Once per round damage:
+4d6 (14) Sneak Attack crit
+6d8 (27) 2nd-level Divine Smite crit
 
5*(.84*30) + 2*(.84*19) + (1-.16^7)*41
= 198.92

[/sblock] 
 
 
Fighter 4/Rogue 3/Paladin (Vengeance) 13
  • 4 ASIs/feats, 2 attacks/Attack action, 4 Superiority Dice (d8s), 2d6 Sneak Attack, Divine Smite, 4th-level spells/slots, Aura of Protection, Aura of Courage, Improved Divine Smite

Surprise nova round damage, Lv. 20
[sblock]"Conservative" nova (using Hunter's Mark + 1 4th-level Divine Smite)
+11 vs. AC 20, w/ advantage = .84
Action Surge (2 attacks/action), 2 shortswords (1 bonus action attack) = 5 attacks
 
Per hit (auto-crit) damage:
5 DEX
+2d6 (7) shortsword crit
+2d8 (9) Improved Divine Smite crit
+2d6 (7) Hunter’s Mark crit
+2d8 (9) Superiority Dice crit (4 attacks only)
 
Once per round damage:
+4d6 (14) Sneak Attack crit
+10d8 (45) 4th-level Divine Smite crit
 
4*(.84*37) + (.84*28) + (1-.16^5)*59
= 206.83
 
 
"All out" nova (Hunter's Mark + Divine Smite on each hit, burning 1 4th-level, 3 3rd-level, 1 2nd-level)
+11 vs. AC 20, w/ advantage = .84
Action Surge (2 attacks/action), 2 shortswords (1 bonus action attack) = 5 attacks
 
Per hit (auto-crit) damage:
5 DEX
+2d6 (7) shortsword crit
+2d8 (9) Improved Divine Smite crit
+2d6 (7) Hunter’s Mark crit
+2d8 (9) Superiority Dice crit (4 attacks only)
+8d8 (36) Divine Smite crits (averages to a 3rd-level Smite, taking the one 4th and one 2nd into account)
 
Once per round damage:
+4d6 (14) Sneak Attack crit
 
4*(.84*73) + (.84*64) + (1-.16^5)*14
= 313.04

[/sblock] 
 
 
Fighter 4/Rogue 3/Paladin (Devotion) 12/Warlock 1
  • 4 ASIs/feats, 2 attacks/Attack action, 4 Superiority Dice (d8s), 2d6 Sneak Attack, Divine Smite, Sacred Weapon, 3rd-level spells/slots, Aura of Protection, Aura of Devotion, Aura of Courage, Improved Divine Smite, Hex 1/short rest
 
Fighter 12/Rogue 3/Ranger 5
  • 5 ASIs/feats, 3 attacks/Attack action, 5 Superiority Dice (d10s), 2d6 Sneak Attack, 2nd-level spells/slots, Hunter's Mark, Colossus Slayer
 
Fighter 11/Rogue 5/Ranger 4
  • 5 ASIs/feats, 3 attacks/Attack action, 5 Superiority Dice (d10s), 3d6 Sneak Attack, Uncanny Dodge, 1st-level spells/slots (3/day), Hunter's Mark, Colossus Slayer
 
Fighter 6/Rogue 3/Ranger 11
  • 4 ASIs/feats, 2 attacks/Attack action, 4 Superiority Dice (d8s), 2d6 Sneak Attack, 3rd-level spells/slots, Hunter's Mark, Colossus Slayer, Volley
 
Fighter 12/Rogue 7/Warlock 1
  • 5 ASIs/feats, 3 attacks/Attack action, Uncanny Dodge, Expertise II, Evasion, 5 Superiority Dice (d10s), 4d6 Sneak Attack, Hex 1/short rest
 
Fighter 12/Rogue 5/Warlock 3
  • 5 ASIs/feats, 3 attacks/Attack action, Uncanny Dodge, 5 Superiority Dice (d10s), 3d6 Sneak Attack, Hex, Invisibility, 2nd-level spells/slots (2/short rest)
 
Fighter 12/Rogue 3/Warlock 5
  • 5 ASIs/feats, 3 attacks/Attack action, 5 Superiority Dice (d10s), 2d6 Sneak Attack, Hex, Invisibility, 3rd-level spells/slots (2/short rest)
 
Fighter 4/Rogue 3/Warlock (Pact of the Blade) 13
  • 4 ASIs/feats, 2 attacks/Attack action (via Thirsting Blade), 4 Superiority Dice (d8s), 2d6 Sneak Attack, Hex, Invisibility, 5th-level spells/slots (3/short rest), 6th-level spell (1/day), Lifedrinker, 7th-level spell (1/day)
 

Wow. I'm speechless. This is astonishing.

So I'm finding it's this quick: paste in the URL, hit the post "Post 0", create thread and paste converted contents.

Then repeatedly just hit "Post 1", "Post 2", "Post 3" etc., just whacking the converted contents of each in the quick reply box. You could do a whole long thread like that in no time at all.

One teeny thing that's slightly fiddly - it's hard to tell what you're copying when it's just code. Is there any way the preview pane on the left could show the current selection (either full thread, or whichever post is selected?) That would make it easy to whip through the posts and ignore those which you don't need.

Totally not a major issue though! Only worth considering if it's super-easy to do.
 
Last edited:

I'm glad it works! :)

Mind you, I think a few of us are going to be caught by the spam filter (30 seconds between posts) when doing this...

Cheers!
 

One teeny thing that's slightly fiddly - it's hard to tell what you're copying when it's just code. Is there any way the preview pane on the left could show the current selection (either full thread, or whichever post is selected?) That would make it easy to whip through the posts and ignore those which you don't need.

Totally not a major issue though! Only worth considering if it's super-easy to do.

It's probably not that easy, unfortunately. I'll have a look.

Cheers!
 

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