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The more I think about it, the less I like the hit dice. I will reiterate-
2d6 = 7 (average)
d12 (barbarian) = 6.5
d10 (fighter) = 5.5
That's not right, from either a gameplay or a general balance perspective. Adding yet another "tanky" character with more hp than a base fighter? And, to boot, with more hp than a barbarian? I understand the impulse (survival-y) but there are other mechanics that they can do that with. Perhaps it is a small thing, but in terms of the way the classes present themselves, it is *huge*.
Possible solutions? If they have to go the double hd route, make it d4+d6 per level. That makes it 6- right in between Barbarian and Fighter. No, it's not elegant, but it's better than 2d6. Or keep it at d10 and change other abilities.
I'm also curious about ambuscade. Everything else looked relatively normal to me. But that was the one thing that stood out and made me think that I'd need some playtesting on it.
Ambuscade is effectively giving you a second turn. That includes a full set of move and bonus actions. The combo with Assassin is huge, especially for a 1 level dip. Actually, its huge with pretty much everyone who ever wants to take an Attack Action. Not really a fan of it.
It doesn't do any of that. It's a single attack or hide action, no move, no bonus action. It has no decent combo with Assassin, as it's not a surprise round. It doesn't work with spells either.
There's no such thing as a surprise round. And why would it not combo with assassin?
This UA is wrong on so many levels..
Ambuscade: Everyone is going to take a ranger dip. High level wizard/sorcerer + Ambuscade = unstoppable party.
2d6? More than the barbarians? Does it make sense adding hit points since Skirmisher is an excellent (even overpowered) defence class privilege?
And NO FAVOURED ENEMY?
The assassin power says, "In addition, any hit you score against a creature that is surprised is a critical hit." It doesn't provide surprise.