igor140
2018-02-25, 11:14 PM
I know this concept has been done and redone and discussed 1007 times, but I cannot find any that directly discuss it in light of Xanathar (i.e., Gloom Stalker).
So, the crux of what I'm trying to build is Shadow Monk 6, as that gives Shadow Step and enough ki points to get some stuff done. And this is where it starts getting complicated.
Ranger (Gloom Stalker) 3 seems to be enough, and also to be amazing. I realize Dread Ambusher is only in effect for the first round of combat, but Ranger also gives some other really good stuff: Hunter's Mark and Zephyr Strike, better skill and equipment proficiencies, and Favored Enemy (which is why I would probably start as Ranger). The only reason I can see going more than 3 levels in Ranger is for the ASI (or possibly feat, considering he won't be very MAD).
Then there's Warlock... I've got a lvl 10 Warlock in a different campaign right now, and he's AMAZING. The advantage of this for the Shadow Monk build is the obvious Devil's Sight and the fact that Eldritch Blast is generally useful... but so is the bow I would get from Ranger (or Rogue, for that matter). So Warlock doesn't really seem worth the dip just for the one invocation when I can probably justify the same effect from Umbral Sight. Also, the CHA dependency complicates things...
And then it makes the most sense to round things out (though not necessarily in this order) with Rogue. Both Monk 7 and Rogue 7 give the same AoE dodging ability, but I see more value in taking Rogue higher than Monk.
Above Monk 7, I would get
11: Cloak of Shadows (nice, but somewhat redundant as compared to expertise in Stealth)
13: Tongue of Sun and Moon (REALLY cool, but I'll already have TONS of languages between Ranger, Rogue, and background)
14: Diamond Soul (also very cool, but it seems hard to justify hanging around this long in this class)
17: Opportunist at 17 (VERY nice, but doesn't seem worth hanging around another 10 levels for...)
Conversely, above Rogue 7, I would get
10: Bonus ASI (very helpful for all those nifty feats)
11: Reliable Talent (does this seriously mean you can NEVER crit-fail a check again? regardless, with all the proficiencies Rogues get, this is AMAZING)
11: 6d6 Sneak Attack
(14): Blindsense (I guess I could forego Ranger altogether and never have to worry about Darkness teleporting again... but I like Gloom Stalker)
So, I'm currently thinking Ranger (GS) 3/ Monk (WoS) 6/ Rogue (Ass) 11... in some order or another.
Related to this, does the "surprise" aspect of Assassinate relate to ALL attacks done on the "surprise" round, or just the initial one? Because at lvl 20, that would be
6d6 (attack + extra attack + Dread Ambush with shortsword, all guaranteed critical) +
4d6 (Flurry of Blows, both critical) +
1d8 (Dread Ambush) +
12d6 (Sneak Attack, all guaranteed critical) +
20 (five distinct attacks against Favored Enemy with Dueling)
... all before considering magical weapons. And all of those attacks are made with advantage. For those not counting it out, that an average of 101.5 points of damage (160 max)... and THEN the turn order begins.
But wait! There's more! The first few levels of EACH of those classes provides so much utility that this dude would still have a lot to do in non-dungeon, RPing sections.
The only downside I see (and this is a pretty significant one) is that where most characters "mature" around lvl 13, or dual-class into something builds on an existing strength, this one really needs around 18 levels to come into his own... but he's still useful in the meantime.
SO! Is there a more efficient/ more powerful way of doing this? Are my calculations correct? I realize I could make an assassin that DOOS MOAR DMGGGG!!!, but I like the flexibility, utility, defenses, and badassery of the core concept: he appears out of the shadows, kills two people, and is gone again.
Anyway, thoughts?
So, the crux of what I'm trying to build is Shadow Monk 6, as that gives Shadow Step and enough ki points to get some stuff done. And this is where it starts getting complicated.
Ranger (Gloom Stalker) 3 seems to be enough, and also to be amazing. I realize Dread Ambusher is only in effect for the first round of combat, but Ranger also gives some other really good stuff: Hunter's Mark and Zephyr Strike, better skill and equipment proficiencies, and Favored Enemy (which is why I would probably start as Ranger). The only reason I can see going more than 3 levels in Ranger is for the ASI (or possibly feat, considering he won't be very MAD).
Then there's Warlock... I've got a lvl 10 Warlock in a different campaign right now, and he's AMAZING. The advantage of this for the Shadow Monk build is the obvious Devil's Sight and the fact that Eldritch Blast is generally useful... but so is the bow I would get from Ranger (or Rogue, for that matter). So Warlock doesn't really seem worth the dip just for the one invocation when I can probably justify the same effect from Umbral Sight. Also, the CHA dependency complicates things...
And then it makes the most sense to round things out (though not necessarily in this order) with Rogue. Both Monk 7 and Rogue 7 give the same AoE dodging ability, but I see more value in taking Rogue higher than Monk.
Above Monk 7, I would get
11: Cloak of Shadows (nice, but somewhat redundant as compared to expertise in Stealth)
13: Tongue of Sun and Moon (REALLY cool, but I'll already have TONS of languages between Ranger, Rogue, and background)
14: Diamond Soul (also very cool, but it seems hard to justify hanging around this long in this class)
17: Opportunist at 17 (VERY nice, but doesn't seem worth hanging around another 10 levels for...)
Conversely, above Rogue 7, I would get
10: Bonus ASI (very helpful for all those nifty feats)
11: Reliable Talent (does this seriously mean you can NEVER crit-fail a check again? regardless, with all the proficiencies Rogues get, this is AMAZING)
11: 6d6 Sneak Attack
(14): Blindsense (I guess I could forego Ranger altogether and never have to worry about Darkness teleporting again... but I like Gloom Stalker)
So, I'm currently thinking Ranger (GS) 3/ Monk (WoS) 6/ Rogue (Ass) 11... in some order or another.
Related to this, does the "surprise" aspect of Assassinate relate to ALL attacks done on the "surprise" round, or just the initial one? Because at lvl 20, that would be
6d6 (attack + extra attack + Dread Ambush with shortsword, all guaranteed critical) +
4d6 (Flurry of Blows, both critical) +
1d8 (Dread Ambush) +
12d6 (Sneak Attack, all guaranteed critical) +
20 (five distinct attacks against Favored Enemy with Dueling)
... all before considering magical weapons. And all of those attacks are made with advantage. For those not counting it out, that an average of 101.5 points of damage (160 max)... and THEN the turn order begins.
But wait! There's more! The first few levels of EACH of those classes provides so much utility that this dude would still have a lot to do in non-dungeon, RPing sections.
The only downside I see (and this is a pretty significant one) is that where most characters "mature" around lvl 13, or dual-class into something builds on an existing strength, this one really needs around 18 levels to come into his own... but he's still useful in the meantime.
SO! Is there a more efficient/ more powerful way of doing this? Are my calculations correct? I realize I could make an assassin that DOOS MOAR DMGGGG!!!, but I like the flexibility, utility, defenses, and badassery of the core concept: he appears out of the shadows, kills two people, and is gone again.
Anyway, thoughts?