Class is back in session. This week, walk with silent footfalls and carry only weapons small enough to conceal until they appear mysteriously between our enemies’ ribs. Few mortal beings can deal as much damage in a single turn as a rogue who practices the art of assassination—but the act of killing with a single blow requires special preparation, and a DM who weaves scenarios where you can attack from surprise.
We’ve completed our first full rotation of the twelve classes, and exhausted all the content that the Basic Rules have to offer—as far as classes go, that is. This next wave of the Class 101 series will appraise every subclass within the Player’s Handbook and break down each subclass’s strengths, weaknesses, thematic elements, and everything else a player would want to know before playing that subclass. Because of this, you will need to own the Player’s Handbook (or purchase the subclass a la carte on the Marketplace) in order to make full use of this series.
Check out the other guides in the Class 101 series, like the broad overview of the rogue class in Rogue 101: A Beginner’s Guide to Stealth and Subterfuge, and Rogue 101: Thief. If you’re interested in playing other classes, check out the entire Class 101 series.
Story of the Assassin
An assassin waited upon a rooftop in a small farming village. She perched behind a chimney, staring at the windows of a small country inn. A harvest moon hung overhead, and the only sound in the air was that of a rusty vane creaking in the wind. After months of searching, weeks of disguises, and countless insufferable hours of favors and honeyed words, she had found him. Her eyes narrowed, and she peered into his window. The yellow glow of his room’s lamp filtered through his curtained window onto the snow. He’s not above the ground floor, she thought. Arrogant bastard.
Then the lamplight flickered out. The assassin smiled. She leapt from rooftop to rooftop, until she reached the inn her target was hiding in. She clambered quietly down the gutterpipe and set one foot deftly on his windowsill. No trace would be left in the snow beneath his room. Not a trace of her murder would be found—save the ultimate proof.
She opened the window. The room was silent. Less than a minute later, she left, and was never seen in that village again. The next day, the target never left his room. He had told the innkeeper that he was to remain undisturbed when he bought the room, and so no maid came to bother him. It wasn’t until the stench came wafting out a week later that someone dared enter. And by that time, the assassin was over a hundred miles away, never to be found.
Assassin Features
Rogues trained in the art of assassination are renowned for the ability to deal massive damage to unsuspecting foes—but that’s not the only trick they have up their sleeves. The rogue gains access to four subclass features, but many of them skew late. Though you gain access to the first at 3rd, you must wait until 9th for your next, with your final two features eventually coming at 13th and 17th level. You can read all of the Assassin features in the Player’s Handbook. In summary, your subclass features allow you to:
- Deliver lethal blows to unsuspecting enemies.
- Create a false identity to help you infiltrate your target’s defenses.
- Study another person’s behavior to mimic their mannerisms.
- Deliver even more deadly strikes to unsuspecting enemies.
Benefits of the Assassin Archetype
In terms of combat abilities, the assassin is an incredibly straightforward archetype: attack your enemies before they have the chance to attack you—especially if they don’t even know you’re there. Your best turn in combat will invariably be the first turn. After that, you act more or less exactly like any other rogue, unless there are other foes that you can try to surprise and assassinate before they’re aware that a fight’s broken out.
The Assassinate feature, which you gain at 3rd level, seems remarkably powerful on the surface. While it is legitimately powerful, it does have some confusing wording that can lead you to believe it’s more vicious than it actually is. This relates to its “automatic critical hit” effect, which doubles all dice in your attack—including Sneak Attack dice. An attack is only an automatic critical if the creature you’re attacking is surprised. This means that the creature CAN’T be aware of your presence, or that a fight is happening at all. Surprise only happens at the start of a combat encounter, and only when someone in combat is totally unaware of any of their attackers.
Beyond your combat abilities, the assassin gets a suite of social abilities that can give you total mastery in the art of disguise and deception. Your Infiltration Expertise and Imposter traits are both broad in scope, allowing you to fabricate false identities and even assume the identity of someone else. Beyond simply assuming someone’s appearance, like what a changeling might do, these traits allow you to believably mimic this person’s mannerisms and even their handwriting, allowing you to forge documents. These traits are incredibly powerful in an intrigue-focused campaign where words and letters are just as powerful as swords and spells.
Drawbacks of the Assassin Archetype
The Assassin archetype’s greatest noncombat strength is, ironically, also its greatest weakness. The Infiltration Expertise and Imposter class features are potent in the right circumstances, but have precious little use outside of that particular niche. In campaigns with straightforward villains to whom intrigue isn’t important—that is, if your campaign is more Infinity War than James Bond—then this features won’t do you much good. Creative rogues may be able to squeeze some use out of them, but these features really rely on your Dungeon Master setting the stage for them to be useful.
You may be able to ask your DM to involve elements of intrigue that suit your subclass. Howeveryou’re your DM is unwilling to bend their campaign arc, or if you like assassinating enemies but just aren’t that interested in subterfuge, then you may want to multiclass. Rogues uninterested in making false identies often choose to multiclass after reaching 8th level in the rogue class, before they gain their 9th-level subclass feature. Good potential multiclassing options include fighter (both Champion and Battle Master are useful), monk (particularly if you want to follow the Way of Shadows), or—if you want to make a more unusual choice—cleric (following a domain like Knowledge or Trickery) or sorcerer (with the Shadow Magic bloodline from Xanathar’s Guide to Everything) can be exciting choices.
Suggested Build
Like most classes in D&D, the rogue doesn’t choose their subclass until 3rd level. If you’re playing a rogue from 1st level and think you want to become an Assassin later, you should choose a race that improves your Dexterity score. If you plan on creating false identities, then consider making Charisma your next-best feature. If you’re uninterested in subterfuge and would prefer assassinating monsters in dungeons, making either Intelligence (to improve your Investigation abilities) or Wisdom (to improve your Perception abilities) your second-highest ability score would be wise.
Wood elves, dark elves, and lightfoot halflings make excellent assassins, thanks to their bonuses to both Dexterity and Wisdom, and because they have racial traits that make it easy for them to hide in plain sight. Forest gnomes make surprisingly good assassins, thanks to their bonuses to both Dexterity and Intelligence, and their ability to cast minor illusion at will. Half-elves can be suave and charismatic assassins, and humans are flexible people who can adapt to just about any calling—especially if you play a variant human with the Skulker feat.
As usual, your character’s background is up to you. You can come up with all sorts of interesting stories and oddball characters by pairing unlikely backgrounds with the Assassin archetype. Are you a personable and charming assassin, who prefers to observe opponents over a game of Three-Dragon Ante while sipping a shaken-not-stirred martini? The Folk Hero or Charlatan backgrounds would serve you well. Or are you a silent and stoic killer, bred by war or wilderness? The Soldier or Outlander backgrounds might fit you.
It’s a safe bet to choose EQUIPMENT when given the choice between GOLD or EQUIPMENT during character creation. As long as you have a weapon with the Finesse trait (such as a rapier, short sword, or dagger), you practically have a license to kill. Daggers may not deal a lot of damage, but their small size allows them to be easily concealed. This is much more useful than a few extra points of damage—especially since your Sneak Attack and Assassinate features are really where your damage will be coming from, not your weapon’s innate damage die. If you plan on infiltrating residences, then a burglars’ pack will help you. Otherwise, choose a dungeoneer’s pack.
Feats
At 4th level, you get to gain either an Ability Score Increase or a feat. Choosing an Ability Score Increase lets you increase one ability score by +2 (such as increasing your Dexterity score from 16 to 18) or increase two ability scores by +1 (like increasing your Dexterity from 15 to 16 and your Wisdom score from 13 to 14). Increasing your ability scores makes you better at a wide variety of things; for instance, increasing your Dexterity score makes it easier to hit with your weapon attacks, and it also makes it harder for enemies to hit you, while also making you more likely to succeed on Dexterity saving throws and make successful Dexterity checks.
Feats, on the other hand, give you a special ability that could be more helpful in a specific circumstance, as opposed to the broad improvement that an Ability Score Increase could give you. Dexterity is your most important ability score, since it governs your ability to hit with attacks. Once you’ve increased your Dexterity score to 20 (its maximum value), or even just to 18 (a pretty good value), you may want to choose a feat. You can choose any feat you want to support your character concept, but there are some feats that may be more useful to your character than others.
Alert. You are a character that loves to go first in combat, since your Assassinate feature gives you advantage on attacks against creatures that haven’t acted yet.
Actor. If you don’t want to invest too much in Charisma, this gives you some very specific abilities that complement your suite of social impersonation features.
Inspiring Leader. An odd choice, but if you’ve invested in your Charisma score, this is a good way to be more of a team player by inspiring your party.
Sentinel. Don’t forget, you get one use of Sneak Attack per turn—not per round, per turn. This means you can Sneak Attack on your turn, and then use your reaction on an enemy’s turn to attack again, potentially getting Sneak Attack. This is most useful when you coordinate with your allies to ensure that they’re always in position to help you get Sneak Attack.
Sharpshooter. If you want to assassinate your targets from range (and really, why wouldn’t you?), this feat cranks your already incredible damage output up to 11. Take care with this, though. Since you only have one attack per turn, sometimes you just want to hit in order to activate your Sneak Attack damage. Taking a –5 penalty to hit and then missing isn’t always worth the potential to gain an extra +10 damage.
Skulker. Being able to shoot without giving away your position is incredibly useful. The other benefits are nice, too.
If you want more advice for building a rogue, check out Rogue 101. Have you ever played an Assassin? What advice would you give to players that want to play this subclass?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
With expertise in perception this might be a good idea.
My fiance is doing this with her Rogue in our game which started in Ravenloft. In 1 more level, she gets her Gloomstalker traits and becomes the Assassin of the Undead.
I'm currently thinking of a Rogue Battlemaster Assassin.
The RP idea was an Elf Commando from House Phiarlan.
I was going to do 3 lvls of Rogue then Main Fighter but I'm really not 100% sure 🤔
The surprise mechanic is why I don't play the Assassin combined with the whole also needs to win the initiative.
To many times the party cannot gain surprise or at a minimum has disadvantage on any stealth making the classes defining feature useless. Useless on a great many encounters. Whats this? Finally gained surprise but oh well, the mobs beat your initiative.
I tend to skip this subclass because of that surprise mechanic but to then need to beat the opponent in initiative as well is just a secondary hurdle on an already lowered use class defining feature. Interesting for NPCs but lackluster for players in most cases. Not every case but most.
Better to just go with a different subclass with skills you can nearly use all the time.
Normally, your assassinate would be in a surprise round, before initiative kicks in.
Initiative still applies, they just spend their turn becoming not surprised.
Wait. So, if you sneak up on an enemy encampment, entirely unnoticed, and stab someone in the back, you have to roll initiative to check whether they're surprised or not? Surely that's the entire point of the ability, to be used outside of (before) combat as much as possible? It ain't a fight if they're dead before they know you exist and "a typical combat" wherein one might roll initiative, as defined in the PHB, does not account for assassinations... So I'm not totally in agreement there.
I completely agree, however, if it's a case of an ambush where you're taking on an entire group at once and thus your "surprise attack" might backfire if they're quick on the draw. The ability should be trickier to pull off in active combat because, well, it's not primarily an active combat ability. It's an assassination ability, to pick off outpost guards and let the party get into the camp without raising the alarm because everyone whose job it was to spot them is dead, as one example.
I completely understand the Surprise mechanism, by the way. That's what I'm meaning with that second paragraph... I just don't think those rules have to apply in the first case, since you're not initiating combat unless you fail to hit or aren't as hidden as you think. In the case of that former failure, you'd just begin combat as normal, while in the latter situation you'd require a (potentially DM-rolled secret) initiative roll before attacking since you are starting a fight out in the open.
(To be clear, this is my interpretation; I don't believe the rules at any point say that a single assassination attack during "exploration" in the fiction has to trigger a standard combat, and I think that would be counter-fiction. Equally well, you could therefore argue that Sneak Attack doesn't trigger since it's not yet anyone's "turn", implying that, yes, you should instead trigger initiative against the singular witless goon that's entirely unaware of your existence until your cold steel enters their squishy unprotected organs... I don't think I'd find that anywhere near as fun, playing or running, but it's a valid interpretation too.)
I know it makes no sense, but that is the official rule on it.
You might want to look at my further edit (made before I saw this post); I think you'd still disagree, but I clarify myself much better. I completely agree with you on the official ruling of surprise, as the specific in-combat rule, but I don't think the in-combat rules necessarily need to apply in the first place if it's an out-of-the-blue assassination. Nowhere does it really say that this action would trigger initiative, as it is neither "a brief skirmish [nor] an extended conflict" unless you're a terribly incompetent (or unlucky) assassin.
The Assassinate ability can definitely refer to the surprised condition, but it could also refer to someone who didn't expect to be mercilessly impaled being mercilessly impaled by some unseen phantom of the
operanight, because 5e is both frustrating and delightful in its commitment to easy language. There's basically no proper written rules language in this system and that, while sometimes a pain, is a huge relief when one is suffering Rules-Lawyer Fatigue from a certain other forum (that shall remain unnamed because the associated system is actually really good).If I hear the word "disingenuous" one more time...in specific reply to the "Wait. So, if you sneak up on an enemy encampment, entirely unnoticed, and stab someone in the back, you have to roll initiative to check whether they're surprised or not?" question, that is technically the ruling and my network of DMs have discussed this at length.
The conclusion we've drawn is that if its a single agent acting alone the combat would go like this:
- Assassin sneaks up and goes to attack the enemy undetected
- DM calls for a roll of initiative. The results are Assassin 12, Target 16, Bystander 19
- We go through initiative 19, the Bystander is no longer surprised
- 16, the Target is no longer surprised
- 12, the assassin realises this is not the time to strike as they're looking in the general direction and the assassination will not go as planned. They remain hidden.
- Bottom of initiative, everyone drops out of initiative because there is no combat
- Assassin starts the process up again and attempts to assassinate them and we re-roll initiative, but this time the assassin rolls highest and they get the attack off.
What do you guys think of this sort of implementation?
imho the strongest assassination combo is a Fighter with 3 levels of Rogue. Critical hits on every hitting extra attack! That's crazy and these can go up to 3! 4 with dualwielding and 7 when you're really want to kill something or multiple enemies by surprise in the first round. This is already good but together with a battlemaster the rogue isn't only useful in the first combat round but every battle and can chunk away lots of enemies when the chances are great and use his superiority dies as additional for more dice for critical hits!
Technically adventures league legal. But it is a good way to make the dm mad.
I don't know why that would make a DM mad. From a roleplaying perspective it's just waiting for the right time to strike. If someone was homebrewing this they could just as easily say, "If you're going to just hide until you win initiative we can just pretend you rolled higher and go with that".
Honestly... if that's the closest thing we can get to a the fiction having relevance, I'm for it, though personally I think I'd be more annoyed as a player than as a DM since the DM (AL aside) is in charge of making the rules fun and dynamic. I'll concede to your better rules-knowledge (if the wording is indeed that much less vague than I'd thought), but it seems weird that someone should get to roll Initiative if they're totally unaware of any conflict. Generally speaking, a Surprise Round is to represent an ambush where nobody's had time to react, but everyone's at least aware that there's sudden violence.
I wonder how many DMs would insist that your "starting position" in the conflict is directly next to your mark since it was the stab that initiated combat... even if you don't actually end up doing that. It's all a bit messy, but it's a good compromise overall even if it seems clunky. 5e's main issue as a system for me is that it is a bit clunky at times; it's really not a narrative or rules-light game, unfortunately, even if that's how it presents itself... but that's tangential to the point here.
The concept of a "Surprise Round" is a cultural relic of the past. Such a thing has never existing in 5th Edition, but everyone who's played previous versions of D&D have brought the idea of it with them and it's been accepted into the popular culture and language we use. You see it appear in those YouTube videos that list "X rules you're getting wrong about D&D 5th Edition". Frankly, the Surprise Round was a much simpler function than the Rules-As-Written "If they are unaware of an attacker they have the Surprised Condition until their turn" way of doing things, albeit not as dynamic.
The rules on hiding, sneak attack, advantage, the Surprised Condition and Assassinate are all located in different paragraphs in different chapters in different sub-sections in the Players Handbook so I do not blame anyone for not automatically grasping the full understanding of these rules without having scoured through the book for hours with specific intent of unravelling the mystery. :D
Ah, I appreciate the concern and the explanation, but I was referring to those disparate paragraphs, and I genuinely find the wording uncertain because "Combat" is never defined in such a way that includes an assassination-gone-right, and I don't believe that attacking is ever restricted to strictly the combat pillar of the game. The stabbing happens during "Exploration", followed by (if spotted or unsuccessful) a rolling of initiative.
My use of the term "surprise round" is a relic of prior editions, but I am very much aware that nothing of the sort exists in 5e. I should have said "the Surprised Condition", not "the Surprise Round", and then the sentence is... exactly the same, otherwise. To put it simply; before the stiff gets hit with the knife, it seems strange that they'd be 'surprised' while totally unaware of the rogue. In essence, the conflict just hasn't happened for the target yet.
I concede that this interpretation is probably less supported by the rules, as I haven't scoured everything. The rules as-written are likely written for party combat, not a sneaky rogue scouting ahead to pick off the odd inconvenient guard in the watchtower. However, it is an interpretation that I think makes more sense than rolling initiative before the potential initiator is even aware that they're about to be stabbed. At least, in a system that has that score based on Dexterity.
One of two ways:
Ready an action to “assassinate” target upon [condition met] triggering a reaction attack before target acts. The reaction then should initiate initiative, but regardless of order the assassin would strike first.
The other is a house rule so less helpful, but it gives the unknown attacker automatic top initiative (+1 to highest score) and would apply that surprise attack as the character’s first turn.
Sorry! I hope I didn't come across as condescending. It sounds like you've got the rules figured out and I apologise if I came across that way.
So, have any of you read Legend of Drizzt: by R.A. Salvatore? It is a series about a dark elf ranger, but his nemesis/rival is an assassin named Artemis Entreri. Even though much of those books came out when D&D 3.5e was still going, I believe most if not all of the content in there is applicable to D&D. It can almost be taken as the written form of a D&D game that was actually played. Anyway, the way I would apply Artemis Enteri’s form of being an assassin is that when he enters the battlefield, it is an entirely new combat. Instead of Artemis taking on a whole group, he would just face off against one person, usually with just the two of them in the area. He was kind of a boss fight, so perhaps initiative got rerolled when he enters the battlefield.
So, perhaps the assassin could kind of be more of a duelist kind of character. I agree with the aforementioned idea that a ranged assassin would be DOPE. Staying out of sight and attacking with range is so much easier than close combat, especially with the Skulker feat. Anyway, what if the way you play an assassin is by having the target the only other combatant? It is a single combat! Or, I agree that having the assassin start the fight would be awesome! Are there any classes that give advantages on initiative rolls? I swear I’ve seen that before (even though swearing is bad ;).
I’m not as well-versed into the lore of this universe as all of you obviously are. I apologize for all of my observations that probably don’t make sense. I hope to become more ingrained into this beautiful world (or rather, worlds) that D&D and its amazing players and DMs has created. If there are any holes in my logic, I would love to accept the critique.
all my friends say assassins are useless but they are so wrong