Just an Idea I had, i based it on the Kensai Monk chassis with most of the Assassin Rogue features. Feel free to provide feedback and opinions on this idea.
Monk: Way of the Assassin
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Ambush. 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.
Surprise Strike. Once per turn, you can deal extra damage equal to your Martial Arts die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a unarmed strike or monk weapon.
Underhanded Tactics. You gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
At 6th level, you gain the ability to augment your weapons further with your ki. Once per turn when you take the Attack action and have advantage against one of the targets, you can spend an amount of ki points equal to your proficiency bonus to cause the attack to deal a critical hit, as part of the same action.
Poison Hand Technique
At 11h level, when you attack a creature with a poisoned attack, you can spend up to 5 ki points to reduce their saving throw roll by the amount spent.
Addtionally, due to your Purity of Body you can now apply posion to your unarmed strikes that normally require a weapon.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature.
Edits:
changed the name Sneak Attack to Surprise Strike.
made the Ki point cost equal to Proficiency Bonus.
made the adjustments that were recommended by ThriKreenWarrior.
Removed Imposter as the Actor feat is basically that and what the disguise does I think.
Assassinate was moved to 6th level to accomodate for new feature added.
intially this was about making the assassin subclass for monks but as I noticed with most homebrew assassin subclasses for Rogue, the features would mostly be swapped with way shadow monk. So it prompted to ask the question of "What if we swap the subclasses?"
First things first. Sneak Attack is already a defining Rogue feature, which is why Rogues get it at Level 1. No other class gets this. Unfortunately, most of this homebrew's power depends on that Sneak Attack.
Assassinate: too expensive. Half of Ki point total doesn't sound like much if you only have 4 left, but what if you have 10 or more?
First things first. Sneak Attack is already a defining Rogue feature, which is why Rogues get it at Level 1. No other class gets this. Unfortunately, most of this homebrew's power depends on that Sneak Attack.
Assassinate: too expensive. Half of Ki point total doesn't sound like much if you only have 4 left, but what if you have 10 or more?
It's not a one for one copy of the Rogue feature,besides it's not unheard of to have a subclass feature mimic a class one, look at the Whispers Bard Psychic Blades it's basically a consumable Sneak Attack(it even uses multiple d6's too). Honestly, I just haven't come up with a Suitable Name for this feature yet.
I understand that Monks are starved for Ki points but Idk a suitable amount that justifys triggering a Critical hit. I guess maybe tie the amount to Proficiency Bonus?
Assassinate for monk could be for each ki spent you add your martial art die
Thats basically Monk way of Kensei 6th level feature Deft Strike,I want to try to come up with something a little different.
Maybe i should the scrap the current Assassinaite feature for something that works in conjuction with poison, maybe a bane like effect when attacking someone with posion.
Just an Idea I had, i based it on the Kensai Monk chassis with most of the Assassin Rogue features. Feel free to provide feedback and opinions on this idea.
Monk: Way of the Assassin
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Ambush. 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.
Surprise Strike. Once per turn, you can deal extra damage equal to your Martial Arts die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. This should be, in my opinion, "The attack must use a unarmed strike or monk weapon" drop the finesse/ranged. Unarmed strikes/Monk weapons are basically pseudo finesse anyway. This is a nice ability and doesn't compete with Rogue's sneak attack as the number of sneak attack die increases every odd level, where the Martial arts die does not. And I'm opposed to giving Monk's unarmed strikes/monk weapons default finesse property (unless they already have it, like daggers and shortswords)
Presssure Points. Your extensive education in creature anatomy has lead you to pinpoint their weaknesses. Your Unarmed Strike counts as a finesse weapon for the purpose of landing a Sneak Attack Surprise Strike. This becomes irrelevant with change to Surprise Strike.
Underhanded Tactics. You gain proficiency with the disguise kit and the poisoner's kit.
Impostor
At 6h level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Assassinate
At 11th level, you gain the ability to augment your weapons further with your ki. If you take the Attack action on your turn and have advantage against against one of the targets, you can spend half your ki points an amount of ki points equal to your proficiency bonus to cause the attack to deal a critical hit, as part of the same action. Seems odd that the higher your level the more you are punished by ki point cost. Should be a flat ki point cost. And are all attacks as part of the Attack Action crits? Or is it ki cost per attack? Probably a "once on your turn, when you take the Attack Action"
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature. Edit: Monk DC's are based off of Wisdom instead of Dexterity, so maybe change that. And for a 17th level ability, and requiring surprise so it should be much more deadly. It works for Assassin because not only do they crit, I assume the Assassin version doubles, the double from crit, but also have 9d6 sneak attack damage, which also gets doubled. For this monk you are only doing one martial arts die damage extra (Surprise Strike) then doubling that. Well, now that I type this out, I may have to look more at the numbers since they can have 5 attacks during the Surprise attack (2 Attack Action, 2 FoB Bonus Action attacks). See Post 7 below.
Edits:
changed the name Sneak Attack to Surprise Strike.
made the Ki point cost equal to Proficiency Bonus.
Ok, so I did some quick math (which I'm not great at) comparing a Rogue Assassin with Rapier and 20 DEX with their Death Strike 17th level ability, compared to you Monk Assassin version using Unarmed Strikes, Flurry of Blows (so 4 attacks), Surprise Strike, and 20 DEX as well. This is Average Damage, if everything hits, not taking into account enemy AC or anything, and with a failed Save.
Just an Idea I had, i based it on the Kensai Monk chassis with most of the Assassin Rogue features. Feel free to provide feedback and opinions on this idea.
Monk: Way of the Assassin
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Ambush. 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.
Surprise Strike. Once per turn, you can deal extra damage equal to your Martial Arts die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. This should be, in my opinion, "The attack must use a unarmed strike or monk weapon" drop the finesse/ranged. Unarmed strikes/Monk weapons are basically pseudo finesse anyway. This is a nice ability and doesn't compete with Rogue's sneak attack as the number of sneak attack die increases every odd level, where the Martial arts die does not. And I'm opposed to giving Monk's unarmed strikes/monk weapons default finesse property (unless they already have it, like daggers and shortswords)
Presssure Points. Your extensive education in creature anatomy has lead you to pinpoint their weaknesses. Your Unarmed Strike counts as a finesse weapon for the purpose of landing a Sneak Attack Surprise Strike. This becomes irrelevant with change to Surprise Strike.
Underhanded Tactics. You gain proficiency with the disguise kit and the poisoner's kit.
Impostor
At 6h level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Assassinate
At 11th level, you gain the ability to augment your weapons further with your ki. If you take the Attack action on your turn and have advantage against against one of the targets, you can spend half your ki points an amount of ki points equal to your proficiency bonus to cause the attack to deal a critical hit, as part of the same action. Seems odd that the higher your level the more you are punished by ki point cost. Should be a flat ki point cost. And are all attacks as part of the Attack Action crits? Or is it ki cost per attack? Probably a "once on your turn, when you take the Attack Action"
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature. Edit: Monk DC's are based off of Wisdom instead of Dexterity, so maybe change that. And for a 17th level ability, and requiring surprise so it should be much more deadly. It works for Assassin because not only do they crit, I assume the Assassin version doubles, the double from crit, but also have 9d6 sneak attack damage, which also gets doubled. For this monk you are only doing one martial arts die damage extra (Surprise Strike) then doubling that. Well, now that I type this out, I may have to look more at the numbers since they can have 5 attacks during the Surprise attack (2 Attack Action, 2 FoB Bonus Action attacks). See Post 7 below.
Edits:
changed the name Sneak Attack to Surprise Strike.
made the Ki point cost equal to Proficiency Bonus.
Thank you, I feel that it's just diffrent enough to not be a one for one copy of Sneak Attack. I worded the sentence that way as a way for Rogues to also Sneak Attack with their Unarmed Strikes, as some DMs allow that but there is no official way of doing it.
With the increase to Damage die I figured that Increased Ki cost makes sense for triggering a Crit,Yeah I meant to word it as a once per turn thing since Ambush and Death Strike apply to all attacks.
I agree that it should be Wis since its Monk based.
Ok, so I did some quick math (which I'm not great at) comparing a Rogue Assassin with Rapier and 20 DEX with their Death Strike 17th level ability, compared to you Monk Assassin version using Unarmed Strikes, Flurry of Blows (so 4 attacks), Surprise Strike, and 20 DEX as well. This is Average Damage, if everything hits, not taking into account enemy AC or anything, and with a failed Save.
Assassin:
12 Attack (1d8+5): 9.5 damage 14 damage
Critical Hit Damage (1d8): 4.5 damage 10 damage
Sneak Attack (9d6): 31.5 damage
Total: 45.5 damage 55.5 damage
w/ Death Strike: 91 damage 111 Damage
Monk Assassin
43 Attacks (4d10+20): 42 damage 31.5 damage
Critical Hit Damage (4d10): 22 damage 16.5 damage
Surprise Strike (1d10): 5.5
Total: 69.5 damage 53.5 damage
w/ Death Strike: 139 107 damage
Let me know if I have this wrong.
It seems about right I think, but for the sake of equalising the damage;
The Rogue would most likely dual wield to have two chances to sneak attack.
Lets also assume the Monk doesn't flurry of blows.
Ok, so I did some quick math (which I'm not great at) comparing a Rogue Assassin with Rapier and 20 DEX with their Death Strike 17th level ability, compared to you Monk Assassin version using Unarmed Strikes, Flurry of Blows (so 4 attacks), Surprise Strike, and 20 DEX as well. This is Average Damage, if everything hits, not taking into account enemy AC or anything, and with a failed Save.
Assassin:
12 Attack (1d8+5): 9.5 damage 14 damage
Critical Hit Damage (1d8): 4.5 damage 10 damage
Sneak Attack (9d6): 31.5 damage
Total: 45.5 damage 55.5 damage
w/ Death Strike: 91 damage 111 Damage
Monk Assassin
43 Attacks (4d10+20): 42 damage 31.5 damage
Critical Hit Damage (4d10): 22 damage 16.5 damage
Surprise Strike (1d10): 5.5
Total: 69.5 damage 53.5 damage
w/ Death Strike: 139 107 damage
Let me know if I have this wrong.
It seems about right I think, but for the sake of equalising the damage;
The Rogue would most likely dual wield to have two chances to sneak attack.
Lets also assume the Monk doesn't flurry of blows.
Just an Idea I had, i based it on the Kensai Monk chassis with most of the Assassin Rogue features. Feel free to provide feedback and opinions on this idea.
Monk: Way of the Assassin
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Ambush. 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.
Surprise Strike. Once per turn, you can deal extra damage equal to your Martial Arts die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. This should be, in my opinion, "The attack must use a unarmed strike or monk weapon" drop the finesse/ranged. Unarmed strikes/Monk weapons are basically pseudo finesse anyway. This is a nice ability and doesn't compete with Rogue's sneak attack as the number of sneak attack die increases every odd level, where the Martial arts die does not. And I'm opposed to giving Monk's unarmed strikes/monk weapons default finesse property (unless they already have it, like daggers and shortswords)
Presssure Points. Your extensive education in creature anatomy has lead you to pinpoint their weaknesses. Your Unarmed Strike counts as a finesse weapon for the purpose of landing a Sneak Attack Surprise Strike. This becomes irrelevant with change to Surprise Strike.
Underhanded Tactics. You gain proficiency with the disguise kit and the poisoner's kit.
Impostor
At 6h level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Assassinate
At 11th level, you gain the ability to augment your weapons further with your ki. If you take the Attack action on your turn and have advantage against against one of the targets, you can spend half your ki points an amount of ki points equal to your proficiency bonus to cause the attack to deal a critical hit, as part of the same action. Seems odd that the higher your level the more you are punished by ki point cost. Should be a flat ki point cost. And are all attacks as part of the Attack Action crits? Or is it ki cost per attack? Probably a "once on your turn, when you take the Attack Action"
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature. Edit: Monk DC's are based off of Wisdom instead of Dexterity, so maybe change that. And for a 17th level ability, and requiring surprise so it should be much more deadly. It works for Assassin because not only do they crit, I assume the Assassin version doubles, the double from crit, but also have 9d6 sneak attack damage, which also gets doubled. For this monk you are only doing one martial arts die damage extra (Surprise Strike) then doubling that. Well, now that I type this out, I may have to look more at the numbers since they can have 5 attacks during the Surprise attack (2 Attack Action, 2 FoB Bonus Action attacks). See Post 7 below.
Edits:
changed the name Sneak Attack to Surprise Strike.
made the Ki point cost equal to Proficiency Bonus.
Thank you, I feel that it's just diffrent enough to not be a one for one copy of Sneak Attack. I worded the sentence that way as a way for Rogues to also Sneak Attack with their Unarmed Strikes, as some DMs allow that but there is no official way of doing it.
With the increase to Damage die I figured that Increased Ki cost makes sense for triggering a Crit,Yeah I meant to word it as a once per turn thing since Ambush and Death Strike apply to all attacks.
I agree that it should be Wis since its Monk based.
And this is one of the reasons I don't like the idea of making unarmed strikes finesse. They already are, except in name, but people want it to it to combine it with two optional rules (multiclassing and feats) for rogue sneak attack and Defensive Duelist feat. I don’t think adding a property to a core class feature should steer you towards leaving that class for another.
Just an Idea I had, i based it on the Kensai Monk chassis with most of the Assassin Rogue features. Feel free to provide feedback and opinions on this idea.
Monk: Way of the Assassin
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Ambush. 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.
Surprise Strike. Once per turn, you can deal extra damage equal to your Martial Arts die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. This should be, in my opinion, "The attack must use a unarmed strike or monk weapon" drop the finesse/ranged. Unarmed strikes/Monk weapons are basically pseudo finesse anyway. This is a nice ability and doesn't compete with Rogue's sneak attack as the number of sneak attack die increases every odd level, where the Martial arts die does not. And I'm opposed to giving Monk's unarmed strikes/monk weapons default finesse property (unless they already have it, like daggers and shortswords)
Presssure Points. Your extensive education in creature anatomy has lead you to pinpoint their weaknesses. Your Unarmed Strike counts as a finesse weapon for the purpose of landing a Sneak Attack Surprise Strike. This becomes irrelevant with change to Surprise Strike.
Underhanded Tactics. You gain proficiency with the disguise kit and the poisoner's kit.
Impostor
At 6h level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Assassinate
At 11th level, you gain the ability to augment your weapons further with your ki. If you take the Attack action on your turn and have advantage against against one of the targets, you can spend half your ki points an amount of ki points equal to your proficiency bonus to cause the attack to deal a critical hit, as part of the same action. Seems odd that the higher your level the more you are punished by ki point cost. Should be a flat ki point cost. And are all attacks as part of the Attack Action crits? Or is it ki cost per attack? Probably a "once on your turn, when you take the Attack Action"
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature. Edit: Monk DC's are based off of Wisdom instead of Dexterity, so maybe change that. And for a 17th level ability, and requiring surprise so it should be much more deadly. It works for Assassin because not only do they crit, I assume the Assassin version doubles, the double from crit, but also have 9d6 sneak attack damage, which also gets doubled. For this monk you are only doing one martial arts die damage extra (Surprise Strike) then doubling that. Well, now that I type this out, I may have to look more at the numbers since they can have 5 attacks during the Surprise attack (2 Attack Action, 2 FoB Bonus Action attacks). See Post 7 below.
Edits:
changed the name Sneak Attack to Surprise Strike.
made the Ki point cost equal to Proficiency Bonus.
Thank you, I feel that it's just diffrent enough to not be a one for one copy of Sneak Attack. I worded the sentence that way as a way for Rogues to also Sneak Attack with their Unarmed Strikes, as some DMs allow that but there is no official way of doing it.
With the increase to Damage die I figured that Increased Ki cost makes sense for triggering a Crit,Yeah I meant to word it as a once per turn thing since Ambush and Death Strike apply to all attacks.
I agree that it should be Wis since its Monk based.
And this is one of the reasons I don't like the idea of making unarmed strikes finesse. They already are, except in name, but people want it to it to combine it with two optional rules (multiclassing and feats) for rogue sneak attack and Defensive Duelist feat. I don’t think adding a property to a core class feature should steer you towards leaving that class for another.
You make a solid point honestly, Im gonna make your recommended adjustments.
When you choose this tradition at 3rd level, you gain the following benefits:
Ambush. 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.
Surprise Strike. Once per turn, you can deal extra damage equal to your Martial Arts die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a unarmed strike or monk weapon.
Underhanded Tactics. You gain proficiency with the disguise kit and the poisoner's kit.
Cloaked in Shadow
By 6th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Poison Hand Technique
At 11h level, when you attack a creature with a poisoned attack, you can spend up to half your ki point total to reduce their saving throw roll by the amount spent.
Addtionally, due to your Purity of Body you can now apply posion to your unarmed strikes that normally require a weapon.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature.
Rogue: Shadow
Shadow Arts
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. Once per short or long rest you can cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Shadow Step
At 9th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least ten minutes studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Addtionally, you can cast Disguise Self at will, without expending a spell slot.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Just an Idea I had, i based it on the Kensai Monk chassis with most of the Assassin Rogue features. Feel free to provide feedback and opinions on this idea.
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Assassinate
At 6th level, you gain the ability to augment your weapons further with your ki. Once per turn when you take the Attack action and have advantage against one of the targets, you can spend an amount of ki points equal to your proficiency bonus to cause the attack to deal a critical hit, as part of the same action.
Poison Hand Technique
At 11h level, when you attack a creature with a poisoned attack, you can spend up to 5 ki points to reduce their saving throw roll by the amount spent.
Addtionally, due to your Purity of Body you can now apply posion to your unarmed strikes that normally require a weapon.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature.
Edits:
First things first. Sneak Attack is already a defining Rogue feature, which is why Rogues get it at Level 1. No other class gets this. Unfortunately, most of this homebrew's power depends on that Sneak Attack.
Assassinate: too expensive. Half of Ki point total doesn't sound like much if you only have 4 left, but what if you have 10 or more?
It's not a one for one copy of the Rogue feature,besides it's not unheard of to have a subclass feature mimic a class one, look at the Whispers Bard Psychic Blades it's basically a consumable Sneak Attack(it even uses multiple d6's too).
Honestly, I just haven't come up with a Suitable Name for this feature yet.I understand that Monks are starved for Ki points but Idk a suitable amount that justifys triggering a Critical hit. I guess maybe tie the amount to Proficiency Bonus?
Assassinate for monk could be for each ki spent you add your martial art die
Thats basically Monk way of Kensei 6th level feature Deft Strike,I want to try to come up with something a little different.
Maybe i should the scrap the current Assassinaite feature for something that works in conjuction with poison, maybe a bane like effect when attacking someone with posion.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Ok, so I did some quick math (which I'm not great at) comparing a Rogue Assassin with Rapier and 20 DEX with their Death Strike 17th level ability, compared to you Monk Assassin version using Unarmed Strikes, Flurry of Blows (so 4 attacks), Surprise Strike, and 20 DEX as well. This is Average Damage, if everything hits, not taking into account enemy AC or anything, and with a failed Save.
Assassin:
Monk Assassin
Let me know if I have this wrong.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Thank you, I feel that it's just diffrent enough to not be a one for one copy of Sneak Attack. I worded the sentence that way as a way for Rogues to also Sneak Attack with their Unarmed Strikes, as some DMs allow that but there is no official way of doing it.
With the increase to Damage die I figured that Increased Ki cost makes sense for triggering a Crit,Yeah I meant to word it as a once per turn thing since Ambush and Death Strike apply to all attacks.
I agree that it should be Wis since its Monk based.
It seems about right I think, but for the sake of equalising the damage;
The Rogue would most likely dual wield to have two chances to sneak attack.
Lets also assume the Monk doesn't flurry of blows.
Good point. Thanks
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
And this is one of the reasons I don't like the idea of making unarmed strikes finesse. They already are, except in name, but people want it to it to combine it with two optional rules (multiclassing and feats) for rogue sneak attack and Defensive Duelist feat. I don’t think adding a property to a core class feature should steer you towards leaving that class for another.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
You make a solid point honestly, Im gonna make your recommended adjustments.
okay how about we swap some features around?
Implements of Death
When you choose this tradition at 3rd level, you gain the following benefits:
Cloaked in Shadow
By 6th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Poison Hand Technique
At 11h level, when you attack a creature with a poisoned attack, you can spend up to half your ki point total to reduce their saving throw roll by the amount spent.
Addtionally, due to your Purity of Body you can now apply posion to your unarmed strikes that normally require a weapon.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attacks against the creature.
Shadow Arts
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. Once per short or long rest you can cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Shadow Step
At 9th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least ten minutes studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Addtionally, you can cast Disguise Self at will, without expending a spell slot.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.