Just seeing if I am calculating this correctly. (Not actually using this character but made it for fun here on DnD Beyond.) If I made an 8th level Death Cleric/4th level Rogue Assassin and...
Successfully sneak attacked (SA) using channel divinity Touch of Death(ToD), assassinate(A) and divine strike(DS). (I do not pretend to understand critical hits for things like sneak attack. Is the bonus critical hit only to the warhammer damage dice? So would (or what would) the damage be:
I am only guessing: 21 + 3d8 + 2d6. If you only double war hammer. If you double all dice it would seem very OP to me. 21 + 4d8 + 4d6? So 29-77 points of damage if so.
You can't Sneak Attack with a Warhammer though. Finesse and ranged weapons only.
But rapier also has the same one handed damage die. Scimitar or shortsword would change it to 21+2d8+6d6=21+9+21=51 average. And assuming that you were going off strength with the war hammer, the bonus could remain from strength with the finesse weapon. Of course, you could also go with a dex build in that case to max stealth and initiative. If you started cleric, having a starting dex of 14 or 15 keeps you in the area where having medium armor still gives you your max dex bonus, but you have to watch for which armors give disadvantage to stealth. I think that your max AC from medium armor without penalty to stealth is 16. At 20 dex, studded leather armor gives 12+5 for 17 without disadvantage. If you go with a Lizardfolk, natural armor would give 13+dex for a max of 18. So with stats like 10, 14, 13+2, 8 (or 12), 15+1, 12 (or 8), you would be set to start at cleric with the ability to multi to rogue. Your AC would be 14+2+2=18 (with a shield or 16 without) with the starting scale mail or 17/15 with natural armor. No penalty to strength means no penalty to bite, but strength could be the dump stat instead. Lizardfolk get proficiency to two of: stealth, survival, nature, perception, and animal handling.
Of course, you could start with rogue if you wanted to gain more versatility to skills, but between lizardfolk, background, and the one extra skill (plus thieves' tools that you get multiclassing) that's only necessary if you don't want 2 skills from the cleric spell list (with death cleric, you get martial weapons anyway) or if you want dex, int saves instead of wis, cha saves (not a terrible trade since dex is probably the mugsy donov save but intelligence doesn't stin as common versus wisdom seeming to be the second most common and charisma being not as common). The same stat line for rogue would still give 15 AC thanks to natural armor and dexterity and wisdom are the prerequisites that need 13 for cleric/rogue so your good there. If you wanted to switch your 15 and 14, it wouldn't be the end of the world, particularly if you went rogue first. You could also have two dump stats and sacrifice a constitution to be more charismatic or intelligent (depending on your rogue focus) for 8, 15, 12+2, 8 (or 14), 14+1, 14 (or 8). If you are going arcane trickster, you would want the extra intelligence, otherwise go charisma for better social skills.
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Just seeing if I am calculating this correctly. (Not actually using this character but made it for fun here on DnD Beyond.) If I made an 8th level Death Cleric/4th level Rogue Assassin and...
Successfully sneak attacked (SA) using channel divinity Touch of Death(ToD), assassinate(A) and divine strike(DS). (I do not pretend to understand critical hits for things like sneak attack. Is the bonus critical hit only to the warhammer damage dice? So would (or what would) the damage be:
1d8 (Warhammer) + (ToD 21 Necrotic + DS 1d8 Necrotic) + (SA 2d6) + critical hit
I am only guessing: 21 + 3d8 + 2d6. If you only double war hammer. If you double all dice it would seem very OP to me. 21 + 4d8 + 4d6? So 29-77 points of damage if so.
You double all dice for crits, so it would be your second calculation. An average of 53 damage.
It seems like a lot, but you only get 2 channel divinities per short rest. And in order to get the auto crit, you have to surprise it.
And the enemies you will be facing at that level will have around 100 HP, or there will be more than one.
Thanks! Love this site, especially the forums. For this reason.
You can't Sneak Attack with a Warhammer though. Finesse and ranged weapons only.
Good point, thanks!
But rapier also has the same one handed damage die. Scimitar or shortsword would change it to 21+2d8+6d6=21+9+21=51 average. And assuming that you were going off strength with the war hammer, the bonus could remain from strength with the finesse weapon. Of course, you could also go with a dex build in that case to max stealth and initiative. If you started cleric, having a starting dex of 14 or 15 keeps you in the area where having medium armor still gives you your max dex bonus, but you have to watch for which armors give disadvantage to stealth. I think that your max AC from medium armor without penalty to stealth is 16. At 20 dex, studded leather armor gives 12+5 for 17 without disadvantage. If you go with a Lizardfolk, natural armor would give 13+dex for a max of 18. So with stats like 10, 14, 13+2, 8 (or 12), 15+1, 12 (or 8), you would be set to start at cleric with the ability to multi to rogue. Your AC would be 14+2+2=18 (with a shield or 16 without) with the starting scale mail or 17/15 with natural armor. No penalty to strength means no penalty to bite, but strength could be the dump stat instead. Lizardfolk get proficiency to two of: stealth, survival, nature, perception, and animal handling.
Of course, you could start with rogue if you wanted to gain more versatility to skills, but between lizardfolk, background, and the one extra skill (plus thieves' tools that you get multiclassing) that's only necessary if you don't want 2 skills from the cleric spell list (with death cleric, you get martial weapons anyway) or if you want dex, int saves instead of wis, cha saves (not a terrible trade since dex is probably the mugsy donov save but intelligence doesn't stin as common versus wisdom seeming to be the second most common and charisma being not as common). The same stat line for rogue would still give 15 AC thanks to natural armor and dexterity and wisdom are the prerequisites that need 13 for cleric/rogue so your good there. If you wanted to switch your 15 and 14, it wouldn't be the end of the world, particularly if you went rogue first. You could also have two dump stats and sacrifice a constitution to be more charismatic or intelligent (depending on your rogue focus) for 8, 15, 12+2, 8 (or 14), 14+1, 14 (or 8). If you are going arcane trickster, you would want the extra intelligence, otherwise go charisma for better social skills.