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Need help with Shadow Assassin Concept AL legal
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Hi, new to DnD, im currently playing an Eldritch knight in AL to get the hang of the game but I have friends who want to join me so I want to make a new character to join them.

I have a concept similar to Durzo Blint from the Night Angel trilogy. But having a hard time realising it.

Concept:
Stealth (Not necessarily a rogue, just easy to get in and out of combat)
Decent melee (Most of the damage will be from melee attacks)
Range weapon attack(Am looking at range after all, nice option to snipe an enemy teleport in and melee the rest and use skills to get to safety if out numbered)
Master of Shadows and Darkness (Invisibility or spells and using dark or dim light to hide in shadows)
Fast and mobile.
Simple Spell casting: Bonus to damage, hide, illusions and deception, counter spell, minor regeneration.
Disguises and deception.

Potential Classes: Sorcerer (Shadow), Monk (Shadow), Ranger (Gloom Stalker), Warlock (Hexblade and invocations), Rogue (Assassin/Swashbuckler)

Goals: (Put a * next to the ones I find particularly cool and necessary for my concept)
Stealth
Gloom Stalker umbral sight lv3,
*Sorcerer or Monk lv3 shadow can cast darkness w/o a spell slot and sorcerer can see in it (very tempting fits concept well)
Melee decent damage
Monk simple weapons and fist attacks works well Hunters Mark
Hexblade (can forget dex and be more a caster with some melee when needed)
Shadow Blade (Sorc/Lock) *Quicken cantrip to get extra melee attacks.
Fighter Action surge (Its just too good)
Ranged Weapon
Ranger or fighter for longbow, *Gloom Stalker first round can deal insane damage first round then put bow away and fight close handed.
Shadow Skills
Monk lv11 can take action to go invisible in dim light
*Sorcerer lv3 gets darkness to fight in since you can see
Sorcerer/Warlock gets invisibility spell
Mobile
*Monks! lv9 walk up walls
**Monk shadow lvl6 bonus action to teleport in darkness
Sorcerer lvl14 bonus action to teleport in darkness
Sorcerer Misty Step with quickened does the job
Dread Ambusher first round extra 10 feet.
Simple Casting
*Ranger: Hunter's Mark Zephyr Strike Cure Wounds Disguise Self (lv3 Gloom)
*Monk: Minor Illusion Silence Pass without Trace Darkvision Darkness
Sorcerer: Pretty much any spell I need to stay in character concept.

Okay that being said I want to make a character who is good in fighting in darkness but negate weakness of daylight so can cast darkness or invisibility type spells.
2 in fighter for action surge is huge if I want to pump out the damage, but I don't see space in build to get everything I want.
I really want to blink around and teleport and embrace darkness, I envision this character at higher levels launching a bow attack then teleporting next the target stabbing him in the gut while the arrow hits him in the shoulder (I wont do this but I want the option!)

I think my best options are just lv4 ranger (3 1st spells) or lv6 (4 1st //2 2nd)( 4 damage to favor enemy,meh), lvl11 monk(shadow teleport) or lv14(diamond body, more ki points), squeeze 2 in fighter.
Alternatively playing with a more caster; lv15 hexlock (invocations for invis) lv5 sorcerer

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5 years ago