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View Full Version : D&D 5e/Next Assassin Variant Subclass (Rouge) PEACH



Carl
2019-10-09, 04:55 PM
Threw this togetehr recently, and decided to ask for some feedback. it's functionally my first complete 5e homebrew so expect the usual flaws of that in terms of power balance.




Assassin's specialise in infiltration and in dealing precise deadly blows.

Talented Poisoner
When you Select this Archetype at 3rd level if you where not allready proficient with Poisoner's supplies you become proficient with them.

Infiltrator
Starting at 3rd level, provided you are not wearing armour you may add your proficiency bonus to Dexterity (stealth) checks, and whilst hidden you may also add your proficiency bonus to both active and passive perception checks. At 13th level this bonus increases to double your proficiency bonus.

Assassin's Strike
Starting at 9th level, provided you are not wearing armour whenever you deal damage that could benefit from the Sneak Attack class feature you may treat any random damage rolls for which the rolled result is less than half the maximum possible roll for that die type as if they where half the maximum value instead. At 17th level you do not need to roll and instead treat all damage rolls as the maximum possible value.

Poison Use Expertise
At 13th level you have become so proficient with poisons that poisons applied to weapons you are proficient with weapons will not dry for an hour if it is a melee weapon, and poisons applied to ranged weapons will last indefinitely until the ammunition is used. Provided you apply the poison to the weapon/s your allies may benefit from this provided you apply the poison to their weapon and you are proficient with it.

In addition your knowledge of where to place attacks and exploit physiology means the save DC of any poisons applied to your weapons is increased by an amount equal to half your rogue level. Only you may benefit from this part of the class feature.

Masterful Infiltrator
When you reach 17th level you have become so adept at hiding that you can do so almost anywhere and with a seemingly unnatural ability. Provided your are considered hidden and are not wearing armour you may render yourself invisible as a bonus action. You may end the effect at any time as a bonus action and it automatically ends if you cast a spell or attack. You may hide in this fashion for a total number of minutes equal to three times your rouge level. This amount may be used all at once or split over multiple uses separated by periods where you are not rendering yourself invisible or even hidden, if you so wish. Once you have exhausted your available number of minutes you must finish a long rest to replenish them.

Composer99
2019-10-09, 06:24 PM
Infiltrator
Starting at 3rd level, provided you are not wearing armour you may add your proficiency bonus to Dexterity (stealth) checks, and whilst hidden you may also add your proficiency bonus to both active and passive perception checks. At 13th level this bonus increases to double your proficiency bonus.

Don't have time for a detailed review just now, but this really leapt out at me. Isn't this feature redundant? This is what skill proficiencies are for, isn't it?

JNAProductions
2019-10-09, 06:45 PM
Seconding Composer on the level 3 feature.

Assassin's strike increases DPR by .5 per die of Sneak Attack damage, but that jumps to 2.5 per die at level 17. It also REALLY raises the floor of your damage-when you get it, you go from (with a Shortsword) dealing 21 (6-36) plus stat mod damage to dealing 23.5 (16-36) plus stat mod damage. I'd say that, as it is at level 9, it's okay. But the level 17 bump is NOT. That's +60 damage per successful sneak attack, which is pretty ridiculous.

All the poison use stuff is kinda situational, though-I'd replace it with something else. (Also, the ability to get +10 to save DCs... That's insane.)

Masterful Infiltrator is also crazy. That's 51 minutes of Invisibility per day at the level you get it, or in other words, invisible for every fight you have. Even if your fights last 10 rounds, you'd still need 51 fights to use it all up. You could easily spend half an hour invisible for something and STILL have enough left over to be invisible for every fight.

Carl
2019-10-13, 01:21 PM
Apologies for late reply.

On the first effect. I was basing it off an effect i'd seen in several other classes. It's possible i've either misunderstood what it does in those cases or badly worded it. The idea was that you'd get this as an additional add on top of normal proficiency effects.


On Assassin Strike. Raising the Floor was very much the point. That said i genuinely wasn't sure where the line was on that. How would changing the 17th level effect to an on critical only, (possibly with, possibly without), a critical range increase?


Masterful Infiltrator may again be a flaw in my understanding of the hiding rules. But as written you can't hide successfully in a fight as once someones aware of you, you can't just drop into hiding. The main thing i was trying to do though was give you enough duration/uses to infiltrate a guarded compound, take out your target, then sneak back out. Since killing your target would break normal invisibility, (and i really didn't like the idea of handing out greater invisibility of any great length), that meant more than one use would be required, and infiltrating a compound might require even with invisibility setting up distractions and waiting on patrol's, which would mean more than one use to get in or out and a fair amount of time. I'm open to ideas on how to achieve the effect without breaking things.