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.
Pretty much sums up this entire post quite neatly. Haha. This is the TL:DR.
You can take that up with Jeremy Crawford: https://www.sageadvice.eu/2015/11/18/how-to-use-assassin-assassinate/
As you can see, not only must an Assassin surprise their opponent, they must also beat their opponent's initiative if they want to score auto-crits.
Also, if you follow the rules as written, the DM is supposed to call for initiative rolls the moment the rogue declares their intent to make an attack, even if they are hidden. Jeremy expounds on this further in the following video: https://www.youtube.com/watch?v=vS9efeyCHTc
A couple of things here:
If you read the post I cited above, and watch the video where Jeremy Crawford talks about the start of combat, it seems abundantly clear to me that the Assassinate feature is intended to depend on your Initiative roll, and that, once a surprised target's turn has passed during the first round of combat, they are sufficiently aware of the impending threat to start taking appropriate countermeasures.
I watched the video you're referring to and there are a few distinctions to be made. The example they've used is drawing a dagger out in a public place so the comparison to that of a hidden target isn't directly correlated. You mention, "They're aware that a threat exists" simply because they've had a turn under initiative rules. This line of thinking reminds me of the first comic of "Order of the Stick" where there party start getting ready for combat because one of their players failed a Perception check.
The example that I provided gives specific distinction that no hostile action was taken and the assassin was hidden. In that specific circumstance you would rule that your NPC just KNOWS they're in initiative and starts calling for alarms and reinforcements and such despite there being no obvious threat or reason to do so. They've just got this gut-feeling that they're in combat? If your players acted in a similar way would you accuse them of negatively meta-gaming because there is no way they would have any knowledge of combat? "Hey guys! Stay alert. I just had the Surprised Condition! I don't anymore and cannot see anything that would constitute a reason for said alert, but trust me". But of course that would completely contradict your first point of "No perceptible hint that their turn had already passed".
Either there is a "time of heightened awareness" where the enemy starts to take protective measures, starts looking around for threats, calling in reinforcements, etc OR there is "no perceptible hint that their turn has already passed". You can't have both. Them looking around for threats and taking protective measures is the most egregious example of there being quite obvious and perceptible hints that they are not Surprised. If you are talking with your fellow guard and you realise that there is a sniper aiming at your head, you don't continue your idle chat, you panic and start to react to the immediate threat. Very, very obvious perceptible hints they are no longer surprised.
To reference the video you posted around the 14 minute mark Jeremy Crawford goes over how you should look at your player's character sheets to see what they're built to do and making the player feel awesome at what they're trying to do. Forgive me if I am misinterpreting your post, but you seem to have looked at your player's assassin character sheet, seen they have the Skulker feat, the Alert feat, the Boots of Elven Kind and a Weapon of Warning and decided, "You know what? No. You don't get to feel awesome". This is directly after the section of the video where they refer to Passive Perception needing to beat their stealth roll in order to perceive them.
My hypothetical example was for people looking for a Rules-As-Written example of how to ensure your assassination attempt was successful. You've cited a video that specifically states that if a player works hard for their assassination and came up with a creative solution you should allow it and cherry-picked the specific bits where you can deny a player exactly that. The Assassinate feature is definitely meant to depend on your initiative roll and is explicitly why I gave the example of the undetected attacker, specifically because they're not aware combat is happening.
Nice!
I personally disagree. If the assassin surprises an enemy then the enemy is surprised and misses their first turn. So if you use a surprise round the assassin would attack the enemy and auto-crit if the attack hits, then initiative is rolled. If you don't, initiative would be rolled when the assassin says, 'I make an attack' and if they manage to sneak up on the target the target would be surprised and miss their first turn in combat.
My theory might not be RAW but I'm still going to use it.
I think it is important to use the rules in a way that are appropriate to your gaming experience, for sure LyncineShadows. If using the "Surprise Round" rules of previous edition or even your homebrew version of the rules and that works at your table, all power to you.
For those of us on Adventurer's League tables and rules-lawyers of the world its also important to understand what the Rules As Written are and knowing what the rules as currently intended by Jeremy Crawford are (and knowing when they are quite obviously different to RAW and/or contradict his previous statements). That's not evening mentioning when the RAW or homebrew rules fall down such as situations where the stealthy people have ambushed another group of people who are unaware of the threat, but the non-stealthy people are aware of the threat, but are also not close enough to require a stealth roll, etc. Which is why I believe the rule is written in such a way as "The DM determines who is surprised" to avoid such issues.
I fully agree with you that the RAW is just not well designed.
It almost neuters the assassin subclass in that not only must you make that stealth check and beat your target but you then must roll better than them in initiative. It turns one of the more interesting skills of the assassin nearly useless in a group setting unless they are all willing to just be way back so you can consistently stealth a target in an attempt to pull off your iconic move.
Our tables don't listen to crawford either on surprise. Doesn't matter if it's AL or homebrew tables. It's a poor rule design and needs to change.
However, we do understand the RAW and if you go to other places to play, it's good to know what you are in for and what the real rule says and how it's been clarified so if they are indeed strict rule followers, then you must follow it at tables other than yours. Especially so at AL games in most cases.
That’s not RAW, it’s RAI. But yes, RAI, surprise is super dumb. RAF is good.
I have a assassin character. this helped a lot!
Not stressed enough how deadly an assassin archer is lol. I know this is really made for lower level characters but death strike with assassinate essentially does 36d6 sneak attack damage before everything else. And if you do that from range, the enemy just doesn’t exist anymore. Using a longbow and just being a few blocks away they can’t find you (not that they are alive) and you just wait a few hours or so and shoot them again (as long as they can’t heal themself) and I’m not sure there are many non-healing boss monsters that survive that.
I would have three different weapons, each for a different range. Longbow for long range, Heavy Crossbow for medium range, and a Hand crossbow for close range to make it more likely to land deadly sneak attack. With the right feats you kill every thing in one shot, and are more likely to make it.
Technically the Sneak Attack is 18D6, then add your Dexterity damage bonus, double your weapon dice, magical weapon bonuses, Sharpshooter damage bonus and any other magical effects you might have on you such as Bracers of Archery, Flame Arrows, etc. Then once all of that is taken into account the total amount is doubled. Not the dice, so its actually way more powerful than 36D6 Sneak Attack.
Assuming a Sharpshooter Feat with a +2 Magic Bow and 20 Dexterity the doubled damage take the +17 damage from this and double it to +34.
Don’t forget getting the feat elven accuracy which isn’t a huge boost to damage but can turn a roll of 1 on your longbow to a 6 or 8 if your lucky. Plus getting an arrow to match your foe (Like an arrow of slaying) can give you a damage boost of 60 on average. I’d also choose oathbow if you can instead of a +2 or +3 weapon simply because you gain advantage on attacks against a specific target which gives you sneak attack even after assassinate and gives you essentially 3 more sneak attack dice
My build: Assassin + Hexblade + Devil's sight + Darkness = OP
What about a assassin rogue multiclassed with beast master ranger, like you get your animal to distract the monster then sneak up behind him and sneak attack. By by monsters!
how to takeover a castle
i had the better idea pass yourself by the commander writting a letter saying that you will get a new catapult in the next days. or you get the clothes of the guards for the team and pass by the voices of the others (but like this you will need some luck for getting the voices and clothes)
make your team make a catapult with bombs if you can or the classic boulders (aim the machine correctly please)
next you will need another rogue (thief but i do not recomend two same base classes) to rob the weapons of the guards if the tihings (and take out the archers easily) go wrong before the confusion spread and be sure that the a assasin have the actor feat so you can buy some time before the cover is blown
much poison to dip into the fountain of water if you want to kill them that way or if you like more use that friend of yours that have a huge armor class and dex or a goliath fighter or even that hated acacockra to call atention of the guards and archers so you can take out the mages and use that catapult to deal some serious damage to the castle (and be sure to leave it outside so you can hit with no danger of being hit by the melee guards)
quote if you have more ideas of how this invasion can be more sucssesful
While I have never PLAYED as an assassin, I HAVE created a character that is set up to be an assassin, and I think it will be really EPIC!!!!!!
Much of this will depend on the DM. If yours is okay with you stealthing around to get that first Assassin/Crit shot, then you're golden. If not (my last DM was REALLY not keen on 'pre-combat stuff') then you might find it harder. The same goes for some of the Assassin's non-combat features like impersonating someone. If your game is going to have role-play times where this will be useful, go nuts because it's a lot of fun. If you're going to be mostly about combat, you might wish to reconsider another flavor of Rogue
Good point! Thanks