You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
You gain proficiency with the disguise kit and the poisoner’s kit. When you later gain the Expertise feature, you can choose to gain expertise in either of these tools. If you take Expertise in the disguise kit, you can add twice your proficiency bonus to checks you make to create a disguise. If you take Expertise in the poisoner’s kit, you gain a bonus to the save DC for any poison you create equal to your proficiency bonus.
Assassinate (FIFY)
3rd-level FIFY Assassin feature
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit, and any hit you score against a creature that cannot see or hear you is a critical hit on an attack roll of 19 or 20.
Through the use of guile and subterfuge, you are adept at slipping into and out of places you would otherwise not be able to access. You have advantage on Charisma Deception checks, and other creatures have disadvantage on Wisdom Insight checks they make against you.
In addition, whenever you are in a disguise, you can roll a d6 and add the result to any Charisma checks you make.
Poison Aficionado (FIFY replacement feature)
13th-level FIFY Assassin feature
When you gain this feature, choose either Intelligence or Wisdom. Whenever you finish a short or long rest you can use a poisoner’s kit to craft a vial of Assassination Poison. When you do, choose contact, ingested, or inhaled; the poison created is both an injury poison, and a poison of the chosen type. The poison remains potent until the end of your next short or long rest. Any creature subject to the poison must make a constitution saving throw with disadvantage (DC 8 + your chosen ability modifier + twice your proficiency bonus). A creature suffers poison damage equal to one roll of your Sneak Attack dice and is poisoned for one minute on a failed save, or suffers half as much damage and is not poisoned on a success.
Death Strike (FIFY)
17th-level FIFY Assassin feature
You become a master of instant death. When you attack and hit a creature that you are hidden from, you can choose to use this feature. When you do so, the target of the attack must succeed at a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or it takes additional damage from the attack equal to a roll of your Sneak Attack dice. You can use this feature a number of times equal to your Dexterity modifier, and regain all uses of it whenever you finish a long rest.
I like the changes overall. I especially like adding a way to improve your critical hit chance throughout combat if you find a way to be both unseen and unheard as well as the new poison ability. I do not have much to add beyond that.
One small thing is I assume you meant to say "Hey all, just wanted to get people’s opinions on this idea I had to fix the Assassin:" in the first line
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I like the changes overall. I especially like adding a way to improve your critical hit chance throughout combat if you find a way to be both unseen and unheard as well as the new poison ability. I do not have much to add beyond that.
Thanks. Yeah, I know it isn’t a huge boost and will only matter at most 5% of the time, but becoming unseen and unheard is technically as simple as a successful application of the Hide action, so it dovetails with Cunning Action. And it’s at least something that can at least potentially be relevant for more than one attack every half dozen encounters. And I figured that, since there was a feature that worked with one of the two tools the subclass provides proficiency with, then there should be a feature for the other too. And this way both of those features are actually relevant in most campaigns instead of only in a few special types of campaigns. Basically, I tried to make the Assassin less like the OG TV Mission Impossible and more like Hitman.
One small thing is I assume you meant to say "Hey all, just wanted to get people’s opinions on this idea I had to fix the Assassin:" in the first line
Oh… haha, yeah, that’s a copy/paste artifact. Thanks for pointing it out.
1. Assassinate. I like that you added the 19, 20 crit if unseen and unheard. Surprise rounds are pretty few and far between (in my experience), and adding another way to improve the cricical chance if hidden encourages the Assassin to stay hidden for this bonus which makes sense thematically.
2. Infiltration Aficiondo. This is an interesting feat. It seems to summarize the original Infiltration Expertise and Imposter feats without the time and gold costs while also having similarities to the Actor feat. I think that in general, this is the better way to go, though in very specific campaigns like Waterdeep Dragon Heist or other Intrigue-based campaigns, the original feats have greater merit and value. Their main drawback is that most campaigns (and adventuring parties) won't allow the rogue a week or 3 hours to prepare aspects of an infiltration plan.
3. Poison Aficionado. First off, I am always a fan of giving classes a reason to use the kits they're proficient with. There are 2 changes I would advise: 1. removing the choice of the type of poison (contact, ingested, inhaled, or injury) and just having it work for all situations. I think that making the player choose one of these types could put them in a situation where they see a use for one of these poisons but they made the wrong one so now they have to take a rest before they can do it which might make them lose the opportunity. I think that giving the poison all of these types with specifications on how each method can be used would be better. 2. The DC for the poison should be based on Intelligence instead of Wisdom, which might be what you meant, and having the DC receive double the proficiency bonus seems overpowered, especially since the poison can deal full sneak attack damage. In total, I think the DC should be 8 + your Intelligence modifier + your proficiency bonus. Overall, it's a cool new feat.
4. Death Strike. I like the changes you made to this feat. As I mentioned earlier, surprise is pretty rare and the original feat relied on it completely. Changing the feat to rely on being hidden while also changing the damage to an extra sneak attack with limited use seems better to me.
I had considered making the poison all types of poison, but thought that might be too powerful and made it a choice. Do you think I could get away with making a singular poison that works all ways? It won’t imbalance things?
Why Intelligence? I chose Wisdom for a few reasons: • Most Rogues I know of rely more on Wis skills like Perception (to find traps, etc.) than Int skills, and I didn’t want to make them go MAD. • Since Wis is the ability score used for Medicine and according to Xanathar’s most often used for the healing aspects of the herbalism kits and poisoner's kit (as opposed to the other uses), it kinda just made sense. & In my experience most Rogues don’t really rely on their Ability scores to make them really good at stuff, counting on Expertise to carry them through. A decent enough Wis (& Int) is usually sufficient and allows them to really focus on Dex and throw a little at Con too. I figured this would be kinda like a limited version of “poison expertise” for them, and would compensate for likely only getting a +2/+3 contribution from Wis (or Int). it also compensates for how prevalent Constitution save proficiency is among monsters at higher tiers of play, actually allowing this feature to remain relevant through to 20th level. Does that make sense?
I had considered making the poison all types of poison, but thought that might be too powerful and made it a choice. Do you think I could get away with making a singular poison that works all ways? It won’t imbalance things?
Why Intelligence? I chose Wisdom for a few reasons: • Most Rogues I know of rely more on Wis skills like Perception (to find traps, etc.) than Int skills, and I didn’t want to make them go MAD. • Since Wis is the ability score used for Medicine and according to Xanathar’s most often used for the healing aspects of the herbalism kits and poisoner's kit (as opposed to the other uses), it kinda just made sense. & In my experience most Rogues don’t really rely on their Ability scores to make them really good at stuff, counting on Expertise to carry them through. A decent enough Wis (& Int) is usually sufficient and allows them to really focus on Dex and throw a little at Con too. I figured this would be kinda like a limited version of “poison expertise” for them, and would compensate for likely only getting a +2/+3 contribution from Wis (or Int). it also compensates for how prevalent Constitution save proficiency is among monsters at higher tiers of play, actually allowing this feature to remain relevant through to 20th level. Does that make sense?
1. Since it is only one vial of poison per short or long rest, I don't think it would be imbalanced to make it a multi-purpose poison, as long as the ways to use it and its limitations are explained.
2. I said intelligence for 2 reasons. 1. The Rogue class is proficient in Dexterity and Intelligence. 2. to me, wisdom is more about the application of knowledge or common sense, while inteligince is about actual knowledge which in this case is about what substances to mix for maximum potency.
3. While I would understand the necessary higher DC if the poison had no effect on success, but since it is still half sneak attack damage on a fail, having a DC with a double proficiency bonus seems way too high to me. Let's say you're a 19th-level Assassin Rogue with a Wisdom/Intelligence score of 16, the DC of the poison becomes 8 + 3 + 2x6 or 23, for 10d6 damage and the poisoned condition on a fail, and 5d6 damage on a success. Looking at a monster like the Ancient Red Dragon CR24, this is a higher DC than its frightful presence and almost as strong as its Breath Weapon DC. Whether you go with Intelligence or Wisdom in the end, Having the DC get double the proficiency bonus is just way too strong.
If you think that a DC of 8+Int/Wis Modifier+PB is too low, what you might consider is having the target make the save with a disadvantage. This would make the poison still viable at higher levels without making the DC too high. You could also include an option for if the assassin finds certain rare ingredients or components, then the poison would get certain bonuses at the DM's discretion such as extra damage or a higher DC.
Hmmm…. You’ve made some good points. Lemme rattle that all around a bit and see what I think. Hopefully Bard or Boom will chime in and give their thoughts.
1. On the matter of using Intelligence or Wisdom, I think it's really up to you. The way 5E distinguishes the two is just... really weird. Personally, Intelligence seems to make more sense flavor-wise to me. However, I might actually use Wisdom were I to make this choice, because I do agree with your point about not wanting to make Rogue too MAD. Is there a reason why you can't let the Assassin pick which of the two ability scores to use? I don't think it would make the ability too overpowered, and it would certainly help solve the problems of MADness and significantly different types of Rogues prioritizing different stats.
2. I would agree that the DC on Poison Aficionado is a bit high. I really like the idea of giving the monster disadvantage on the save though. That and allowing the Rogue to pick which ability score to use (Wisdom or Intelligence) would combine to make the saving throw not too high but not too low. However, I would disagree with allowing the poison to work all ways. Allowing the Assassin to pick which type to make every rest is already quite powerful; letting them use the one vial in basically any way might be a step too far. Now, some of the modifications I am proposing to this ability might make it a bit less powerful. So you might need to up the vials' damage by the Assassin's proficiency bonus or half their Rogue level (rounded down) in order to compensate.
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When you gain this feature, choose either Intelligence or Wisdom. Whenever you finish a short or long rest you can use a poisoner’s kit to craft a vial of Assassination Poison. When you do, choose contact, ingested, or inhaled; the poison created is both an injury poison, and a poison of the chosen type. The poison remains potent until the end of your next short or long rest. Any creature subject to the poison must make a constitution saving throw with disadvantage (DC 8 + your chosen ability modifier + your proficiency bonus). A creature suffers poison damage equal to one roll of your Sneak Attack dice and is poisoned for one minute on a failed save, or suffers half as much damage and is not poisoned on a success.
Having every target automatically get disadvantage on their save feels a little.....off. Mechanically, I am not sure it is overpowered per say, it just feels weird in my own opinion.
Just as a another suggestion to consider, what if instead of a flat DC, you made a Wisdom/Int ability check using your Poisoner Kit as part of the short/long rest and that is what sets the DC? So, youd roll 1d20+Wis/Int+Prof. This allows for it to be mechanically similar to crafting. Plus, because you have Reliable Talent at this point, the minimum your DC is for your poison is actually 10+Prof+Wis/Int. Rolling adds some variety to it, but your DC will always be on the higher side this way. A monster might be able to resist your minimum DC, but you can make truly legendary poisons with a potential max of 31 DC (or higher if expertise is allowed, see final comment).
As a separate point, it feels to me like it might be too powerful having the poison be an injury option. When paired with Sneak Attack and Death Strike, a single attack could deal triple your sneak attack damage at level 17 (i.e 27d6 damage added to a single attack). Its potentially quadruple sneak attack damage if you score a critical hit (doubling the Sneak Attack damage). Idk, maybe that is the desired damage for this rogue at 17th level, but at first glance it feels overkill.
As a final note, for the Bonus Proficiencies, it might be worthwhile to also allow the Disguise Kit and Poisoner Kit to be eligible for Expertise. As it is right now, rogues can only gain expertise in Theives' Tools through their feature, but this subclass could possibly benefit from doubling down on the usage of their kits. It would also allow for a player to invest in making more "potent" poisons if the first suggestion to change it to an ability check is used.
I love your idea of having the DC set by a check in principle, but I think that’ll be too much like work for the average bear player. I mean, we are talking about people who complained forever because manually calculating and adding Disciple of Life was too hard. 🙄
I was afraid making it an injury poison might be too powerful, which was why I had originally made it one of the choices instead of it always automatically being one, it limited the usefulness somewhat. But Chaos made some compelling arguments so I changed it. But looking at the math now, it might be too much. But on the other hand Poison damage is super resisted this edition, so I dunno.
See, a pseudo-expertise was what I was going for when I set the original DC at 8+Int/Wis+2×PB. Because I agree that permanent disadvantage feels off somehow.
I love your idea of having the DC set by a check in principle, but I think that’ll be too much like work for the average bear player. I mean, we are talking about people who complained forever because manually calculating and adding Disciple of Life was too hard. 🙄
Perhaps, but given that its a once per rest roll, its basically like rolling Portent with a few extra steps. I think it would be okay.
I was afraid making it an injury poison might be too powerful, which was why I had originally made it one of the choices instead of it always automatically being one, it limited the usefulness somewhat. But Chaos made some compelling arguments so I changed it. But looking at the math now, it might be too much. But on the other hand Poison damage is super resisted this edition, so I dunno.
It could go either way, since ideally an Assassin should be dealing massive damage. The way I see it, it will be swingy. If you are fighting a monster immune to poison damage, your combined powers will still situationally deal great damage. If you are fighting a monster that can be damaged by poison, if it fails its save I doubt it will survive your attack. All in all, itd probably be fine. The full wombo combo still requires you to hit with an attack and have the enemy fail two separate saving throws, so Im not too worried the more I think about it.
See, a pseudo-expertise was what I was going for when I set the original DC at 8+Int/Wis+2×PB. Because I agree that permanent disadvantage feels off somehow.
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Hey all, just wanted to get people’s opinions on this idea I had to fix the Assassin:
FIFY WotC Assassin
v.0.1.0v.0.1.1v.0.1.2You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
FIFY Assassin Features
Bonus Proficiencies (FIFY)
3rd-level Assassin feature
You gain proficiency with the disguise kit and the poisoner’s kit. When you later gain the Expertise feature, you can choose to gain expertise in either of these tools. If you take Expertise in the disguise kit, you can add twice your proficiency bonus to checks you make to create a disguise. If you take Expertise in the poisoner’s kit, you gain a bonus to the save DC for any poison you create equal to your proficiency bonus.
Assassinate (FIFY)
3rd-level FIFY Assassin feature
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit, and any hit you score against a creature that cannot see or hear you is a critical hit on an attack roll of 19 or 20.
Infiltration Aficionado (FIFY replacement feature)
9th-level FIFY Assassin feature
Through the use of guile and subterfuge, you are adept at slipping into and out of places you would otherwise not be able to access. You have advantage on Charisma Deception checks, and other creatures have disadvantage on Wisdom Insight checks they make against you.
In addition, whenever you are in a disguise, you can roll a d6 and add the result to any Charisma checks you make.
Poison Aficionado (FIFY replacement feature)
13th-level FIFY Assassin feature
When you gain this feature, choose either Intelligence or Wisdom. Whenever you finish a short or long rest you can use a poisoner’s kit to craft a vial of Assassination Poison. When you do, choose contact, ingested, or inhaled; the poison created is both an injury poison, and a poison of the chosen type. The poison remains potent until the end of your next short or long rest. Any creature subject to the poison must make a constitution saving throw
with disadvantage(DC 8 + your chosen ability modifier +twiceyour proficiency bonus). A creature suffers poison damage equal to one roll of your Sneak Attack dice and is poisoned for one minute on a failed save, or suffers half as much damage and is not poisoned on a success.Death Strike (FIFY)
17th-level FIFY Assassin feature
You become a master of instant death. When you attack and hit a creature that you are hidden from, you can choose to use this feature. When you do so, the target of the attack must succeed at a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or it takes additional damage from the attack equal to a roll of your Sneak Attack dice. You can use this feature a number of times equal to your Dexterity modifier, and regain all uses of it whenever you finish a long rest.
Thanks in advance.
For a list of all the current fixes, please check out the series thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157618-fify-wotc-a-series).
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I like the changes overall. I especially like adding a way to improve your critical hit chance throughout combat if you find a way to be both unseen and unheard as well as the new poison ability. I do not have much to add beyond that.
One small thing is I assume you meant to say "Hey all, just wanted to get people’s opinions on this idea I had to fix the Assassin:" in the first line
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Thanks. Yeah, I know it isn’t a huge boost and will only matter at most 5% of the time, but becoming unseen and unheard is technically as simple as a successful application of the Hide action, so it dovetails with Cunning Action. And it’s at least something that can at least potentially be relevant for more than one attack every half dozen encounters. And I figured that, since there was a feature that worked with one of the two tools the subclass provides proficiency with, then there should be a feature for the other too. And this way both of those features are actually relevant in most campaigns instead of only in a few special types of campaigns. Basically, I tried to make the Assassin less like the OG TV Mission Impossible and more like Hitman.
Oh… haha, yeah, that’s a copy/paste artifact. Thanks for pointing it out.
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I love this version of the subclass! Great job Sposta for making an Assassin that actually does something and seems really cool to play! :)
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HERE.Thanks! Yeah, I’m pretty happy with this one myself, it turned out well I think.
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1. Assassinate. I like that you added the 19, 20 crit if unseen and unheard. Surprise rounds are pretty few and far between (in my experience), and adding another way to improve the cricical chance if hidden encourages the Assassin to stay hidden for this bonus which makes sense thematically.
2. Infiltration Aficiondo. This is an interesting feat. It seems to summarize the original Infiltration Expertise and Imposter feats without the time and gold costs while also having similarities to the Actor feat. I think that in general, this is the better way to go, though in very specific campaigns like Waterdeep Dragon Heist or other Intrigue-based campaigns, the original feats have greater merit and value. Their main drawback is that most campaigns (and adventuring parties) won't allow the rogue a week or 3 hours to prepare aspects of an infiltration plan.
3. Poison Aficionado. First off, I am always a fan of giving classes a reason to use the kits they're proficient with. There are 2 changes I would advise: 1. removing the choice of the type of poison (contact, ingested, inhaled, or injury) and just having it work for all situations. I think that making the player choose one of these types could put them in a situation where they see a use for one of these poisons but they made the wrong one so now they have to take a rest before they can do it which might make them lose the opportunity. I think that giving the poison all of these types with specifications on how each method can be used would be better. 2. The DC for the poison should be based on Intelligence instead of Wisdom, which might be what you meant, and having the DC receive double the proficiency bonus seems overpowered, especially since the poison can deal full sneak attack damage. In total, I think the DC should be 8 + your Intelligence modifier + your proficiency bonus. Overall, it's a cool new feat.
4. Death Strike. I like the changes you made to this feat. As I mentioned earlier, surprise is pretty rare and the original feat relied on it completely. Changing the feat to rely on being hidden while also changing the damage to an extra sneak attack with limited use seems better to me.
Thanks!
To your points about Poison Aficionado:
• Most Rogues I know of rely more on Wis skills like Perception (to find traps, etc.) than Int skills, and I didn’t want to make them go MAD.
• Since Wis is the ability score used for Medicine and according to Xanathar’s most often used for the healing aspects of the herbalism kits and poisoner's kit (as opposed to the other uses), it kinda just made sense.
& In my experience most Rogues don’t really rely on their Ability scores to make them really good at stuff, counting on Expertise to carry them through. A decent enough Wis (& Int) is usually sufficient and allows them to really focus on Dex and throw a little at Con too. I figured this would be kinda like a limited version of “poison expertise” for them, and would compensate for likely only getting a +2/+3 contribution from Wis (or Int). it also compensates for how prevalent Constitution save proficiency is among monsters at higher tiers of play, actually allowing this feature to remain relevant through to 20th level. Does that make sense?
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1. Since it is only one vial of poison per short or long rest, I don't think it would be imbalanced to make it a multi-purpose poison, as long as the ways to use it and its limitations are explained.
2. I said intelligence for 2 reasons. 1. The Rogue class is proficient in Dexterity and Intelligence. 2. to me, wisdom is more about the application of knowledge or common sense, while inteligince is about actual knowledge which in this case is about what substances to mix for maximum potency.
3. While I would understand the necessary higher DC if the poison had no effect on success, but since it is still half sneak attack damage on a fail, having a DC with a double proficiency bonus seems way too high to me. Let's say you're a 19th-level Assassin Rogue with a Wisdom/Intelligence score of 16, the DC of the poison becomes 8 + 3 + 2x6 or 23, for 10d6 damage and the poisoned condition on a fail, and 5d6 damage on a success. Looking at a monster like the Ancient Red Dragon CR24, this is a higher DC than its frightful presence and almost as strong as its Breath Weapon DC. Whether you go with Intelligence or Wisdom in the end, Having the DC get double the proficiency bonus is just way too strong.
If you think that a DC of 8+Int/Wis Modifier+PB is too low, what you might consider is having the target make the save with a disadvantage. This would make the poison still viable at higher levels without making the DC too high. You could also include an option for if the assassin finds certain rare ingredients or components, then the poison would get certain bonuses at the DM's discretion such as extra damage or a higher DC.
Hmmm…. You’ve made some good points. Lemme rattle that all around a bit and see what I think. Hopefully Bard or Boom will chime in and give their thoughts.
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1. On the matter of using Intelligence or Wisdom, I think it's really up to you. The way 5E distinguishes the two is just... really weird. Personally, Intelligence seems to make more sense flavor-wise to me. However, I might actually use Wisdom were I to make this choice, because I do agree with your point about not wanting to make Rogue too MAD. Is there a reason why you can't let the Assassin pick which of the two ability scores to use? I don't think it would make the ability too overpowered, and it would certainly help solve the problems of MADness and significantly different types of Rogues prioritizing different stats.
2. I would agree that the DC on Poison Aficionado is a bit high. I really like the idea of giving the monster disadvantage on the save though. That and allowing the Rogue to pick which ability score to use (Wisdom or Intelligence) would combine to make the saving throw not too high but not too low. However, I would disagree with allowing the poison to work all ways. Allowing the Assassin to pick which type to make every rest is already quite powerful; letting them use the one vial in basically any way might be a step too far. Now, some of the modifications I am proposing to this ability might make it a bit less powerful. So you might need to up the vials' damage by the Assassin's proficiency bonus or half their Rogue level (rounded down) in order to compensate.
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HERE.Okay, how’s this?
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HERE.Works for me.
What do you think ‘Boom?
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Having every target automatically get disadvantage on their save feels a little.....off. Mechanically, I am not sure it is overpowered per say, it just feels weird in my own opinion.
Just as a another suggestion to consider, what if instead of a flat DC, you made a Wisdom/Int ability check using your Poisoner Kit as part of the short/long rest and that is what sets the DC? So, youd roll 1d20+Wis/Int+Prof. This allows for it to be mechanically similar to crafting. Plus, because you have Reliable Talent at this point, the minimum your DC is for your poison is actually 10+Prof+Wis/Int. Rolling adds some variety to it, but your DC will always be on the higher side this way. A monster might be able to resist your minimum DC, but you can make truly legendary poisons with a potential max of 31 DC (or higher if expertise is allowed, see final comment).
As a separate point, it feels to me like it might be too powerful having the poison be an injury option. When paired with Sneak Attack and Death Strike, a single attack could deal triple your sneak attack damage at level 17 (i.e 27d6 damage added to a single attack). Its potentially quadruple sneak attack damage if you score a critical hit (doubling the Sneak Attack damage). Idk, maybe that is the desired damage for this rogue at 17th level, but at first glance it feels overkill.
As a final note, for the Bonus Proficiencies, it might be worthwhile to also allow the Disguise Kit and Poisoner Kit to be eligible for Expertise. As it is right now, rogues can only gain expertise in Theives' Tools through their feature, but this subclass could possibly benefit from doubling down on the usage of their kits. It would also allow for a player to invest in making more "potent" poisons if the first suggestion to change it to an ability check is used.
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I love your idea of having the DC set by a check in principle, but I think that’ll be too much like work for the average
bearplayer. I mean, we are talking about people who complained forever because manually calculating and adding Disciple of Life was too hard. 🙄I was afraid making it an injury poison might be too powerful, which was why I had originally made it one of the choices instead of it always automatically being one, it limited the usefulness somewhat. But Chaos made some compelling arguments so I changed it. But looking at the math now, it might be too much. But on the other hand Poison damage is super resisted this edition, so I dunno.
See, a pseudo-expertise was what I was going for when I set the original DC at 8+Int/Wis+2×PB. Because I agree that permanent disadvantage feels off somehow.
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Perhaps, but given that its a once per rest roll, its basically like rolling Portent with a few extra steps. I think it would be okay.
It could go either way, since ideally an Assassin should be dealing massive damage. The way I see it, it will be swingy. If you are fighting a monster immune to poison damage, your combined powers will still situationally deal great damage. If you are fighting a monster that can be damaged by poison, if it fails its save I doubt it will survive your attack. All in all, itd probably be fine. The full wombo combo still requires you to hit with an attack and have the enemy fail two separate saving throws, so Im not too worried the more I think about it.
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Did you have a response to that last part? Or not so much?
Creating Epic Boons on DDB
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Not so much, no
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
What did you think of the 2×PB? Did you think it was too high?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting