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UPDATED Assassin Thread!
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<blockquote data-quote="doctorbadwolf" data-source="post: 8127087" data-attributes="member: 6704184"><p><strong>### Assassin's Shroud</strong></p><p>At first level, you gain the ability to place a Shroud on a target you can see within 100ft of you at the start of your turn, or as part of rolling initiative. You can place your maximum Shrouds on a target if you are hidden, or if the target is Vulnerable. A shroud remains until you invoke it, otherwise spend it, choose to remove your shrouds from a target, or use this ability on a different creature. Your maximum shrouds are shown on the class table (max shrouds are equal to a rogue's sneak attack dice). You regain all spent shrouds at the end of a short or long rest. </p><p></p><p>While your shroud is on a target, you gain the following benefits.</p><p></p><p>- Double proficiency bonus on any Wisdom or Inteligence ability check involving your shroud target. </p><p></p><p>- Your attacks against your shroud target are critical hits if you roll a 19 or 20 on the attack roll, when the target has your maximum Shrouds upon it. </p><p></p><p></p><p>- When you hit with an attack with an Assassin Weapon, you can invoke your shrouds to deal 1d10 extra damage per shroud. When you do so, your shrouds are spent and removed from the target after the attack is resolved. </p><p></p><p></p><p><strong>### Shadow Moves</strong></p><p>At first level, you can attempt to hide when only light obscured by dim light, fog, smoke, or a dense crowd. </p><p></p><p>Additionally, you gain special abilities called Shadow Moves, which can be used as a bonus action when you hit or miss a creature with a weapon attack, or in place of an attack as part of the attack action.</p><p> </p><p>Once per turn, you can spend 1 Shroud to take the Hide action as part of using a Shadow Move on your turn. You can attempt to hide before or after using a Shadow Move.</p><p></p><p>- <strong>Fleeting Shadow - </strong>You gain 15 ft of extra movement this turn and ignore difficult terrain and gain a climb speed equal to your walking speed until the start of your next turn.</p><p></p><p>- <strong>Shadow in The Crowd </strong>- Become lightly obscured by a crowd simply by doing nothing out of the ordinary, and by moving no more than half your speed, while at least 3 non-hostile creatures are near you. </p><p></p><p>-<strong> Trick of The Light</strong> - Take a defensive posture. You have a bonus to AC until the start of your next turn equal to your Intelligence modifier. </p><p></p><p>- <strong>Blade In The Dark</strong> - Make a single weapon attack against a creature, so long as you reduced another creature to 0hp or scored a critical hit against them during this turn.</p><p></p><p>- <strong>Gather Shadows</strong> - Regain Shrouds equal to your proficiency modifier, so long as you invoked Shrouds and reduced a traget under your Shrouds to 0hp this turn.</p><p></p><p></p><p>So, lets assume that in 3 fights per short rest, you get the kill maybe once per fight in a round where you invoke shrouds. Assuming you never use Shrouds for stealth, or any other class ability, and that you max shrouds at the start of every fight by being hidden or otherwise able to do so when rolling initiative. </p><p></p><p>At level 1 that is 1d10 per invoke maximum of 8 times over 3 fights. That's too much? 8d10 extra damage is probably too much over 3 fights, even as a white room example when nothing is ever wasted.</p><p></p><p>at level 10, that's 5d10 two times per short or long rest, before any recharge. </p><p></p><p>Each recharge gives back 4 shrouds, for 12 shrouds regained over 3 fights, plus the original 10, for 22 total shrouds per short rest, assuming 3 recharges over 3 fights. </p><p></p><p>I figure in most fights, the assassin won't be using max shrouds all the time, since many fights will only have middling enemies that don't merit an extra 5d10. </p><p></p><p>still. </p><p></p><p>Perhaps the recharge should be once per day? </p><p></p><p>Without any recharge, we're looking at 2 spikes of 5d10 per short or long rest, and no other use of shrouds. I'd like for the class to do Paladin level damage output or better, especially considering it's got a lot less HP and light armor, and no suite of spells. </p><p></p><p>A level 10 Paladin doesn't have bonus action or reaction attacks, and shrouds are d10s, so I'm keeping those things in mind. Both get extra attack at level 5, the assassin gets a riposte ability against missed attacks that costs 1 shroud at level 6, and a melee only deflect arrows at level 4 (but waits till 6 for the counter attack). Paladin has a fighting style and more range of weapon choices.</p><p></p><p>Paladin level 10 has 4x2d8, 3x3d8, and 2x4d8, smite potential, for a total of 25 d8s of divine smite per day. </p><p></p><p>Okay...yeah, probably push the recharge back to level 11 or so, when the Paladin gets +1d8 to all weapon attacks. </p><p></p><p>I think that the two are on equal footing, overall, but playtesting will tell. '</p><p></p><p>I may drop shrouds down to d8 or even d6, if it's too much. I would hate to make them effectively not available for non-damage uses.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8127087, member: 6704184"] [B]### Assassin's Shroud[/B] At first level, you gain the ability to place a Shroud on a target you can see within 100ft of you at the start of your turn, or as part of rolling initiative. You can place your maximum Shrouds on a target if you are hidden, or if the target is Vulnerable. A shroud remains until you invoke it, otherwise spend it, choose to remove your shrouds from a target, or use this ability on a different creature. Your maximum shrouds are shown on the class table (max shrouds are equal to a rogue's sneak attack dice). You regain all spent shrouds at the end of a short or long rest. While your shroud is on a target, you gain the following benefits. - Double proficiency bonus on any Wisdom or Inteligence ability check involving your shroud target. - Your attacks against your shroud target are critical hits if you roll a 19 or 20 on the attack roll, when the target has your maximum Shrouds upon it. - When you hit with an attack with an Assassin Weapon, you can invoke your shrouds to deal 1d10 extra damage per shroud. When you do so, your shrouds are spent and removed from the target after the attack is resolved. [B]### Shadow Moves[/B] At first level, you can attempt to hide when only light obscured by dim light, fog, smoke, or a dense crowd. Additionally, you gain special abilities called Shadow Moves, which can be used as a bonus action when you hit or miss a creature with a weapon attack, or in place of an attack as part of the attack action. Once per turn, you can spend 1 Shroud to take the Hide action as part of using a Shadow Move on your turn. You can attempt to hide before or after using a Shadow Move. - [B]Fleeting Shadow - [/B]You gain 15 ft of extra movement this turn and ignore difficult terrain and gain a climb speed equal to your walking speed until the start of your next turn. - [B]Shadow in The Crowd [/B]- Become lightly obscured by a crowd simply by doing nothing out of the ordinary, and by moving no more than half your speed, while at least 3 non-hostile creatures are near you. -[B] Trick of The Light[/B] - Take a defensive posture. You have a bonus to AC until the start of your next turn equal to your Intelligence modifier. - [B]Blade In The Dark[/B] - Make a single weapon attack against a creature, so long as you reduced another creature to 0hp or scored a critical hit against them during this turn. - [B]Gather Shadows[/B] - Regain Shrouds equal to your proficiency modifier, so long as you invoked Shrouds and reduced a traget under your Shrouds to 0hp this turn. So, lets assume that in 3 fights per short rest, you get the kill maybe once per fight in a round where you invoke shrouds. Assuming you never use Shrouds for stealth, or any other class ability, and that you max shrouds at the start of every fight by being hidden or otherwise able to do so when rolling initiative. At level 1 that is 1d10 per invoke maximum of 8 times over 3 fights. That's too much? 8d10 extra damage is probably too much over 3 fights, even as a white room example when nothing is ever wasted. at level 10, that's 5d10 two times per short or long rest, before any recharge. Each recharge gives back 4 shrouds, for 12 shrouds regained over 3 fights, plus the original 10, for 22 total shrouds per short rest, assuming 3 recharges over 3 fights. I figure in most fights, the assassin won't be using max shrouds all the time, since many fights will only have middling enemies that don't merit an extra 5d10. still. Perhaps the recharge should be once per day? Without any recharge, we're looking at 2 spikes of 5d10 per short or long rest, and no other use of shrouds. I'd like for the class to do Paladin level damage output or better, especially considering it's got a lot less HP and light armor, and no suite of spells. A level 10 Paladin doesn't have bonus action or reaction attacks, and shrouds are d10s, so I'm keeping those things in mind. Both get extra attack at level 5, the assassin gets a riposte ability against missed attacks that costs 1 shroud at level 6, and a melee only deflect arrows at level 4 (but waits till 6 for the counter attack). Paladin has a fighting style and more range of weapon choices. Paladin level 10 has 4x2d8, 3x3d8, and 2x4d8, smite potential, for a total of 25 d8s of divine smite per day. Okay...yeah, probably push the recharge back to level 11 or so, when the Paladin gets +1d8 to all weapon attacks. I think that the two are on equal footing, overall, but playtesting will tell. ' I may drop shrouds down to d8 or even d6, if it's too much. I would hate to make them effectively not available for non-damage uses. [/QUOTE]
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