Corvo Attano
Added 2024-05-04 15:12:53 +0000 UTC
-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Rogue
- Sneak Attack (Once per turn)
+1d6 Physical Damage
Must have Advantage on target or have an ally next to
Must have Finesse or Ranged Weapon equipped
Level 3 Rogue = 2d6
Race: Human
Background: Urchin (Sleight of Hand, Stealth)
Skills: Athletics, Acrobatics x2, Stealth x2, Perception
Stats:
STR = 10
DEX = 14
CON = 16
INT = 8
WIS = 8
CHA = 17
--------------------LEVEL 2--------------------
Rogue 2
- Cunning Action: Hide
Hide as a Bonus Action
- Cunning Action: Dash
Dash as a Bonus Action
- Cunning Action: Disengage
Disengage as a Bonus Action
--------------------LEVEL 3--------------------
Rogue 3
Subclass: Assassin
- Assassin’s Alacrity
Immediately restore Action & Bonus Action at the start of combat
- Assassinate: Initiative
Advantage against creatures who haven’t taken a turn yet
- Assassinate: Ambush
Any successful Attack Roll against a Surprised creature is a Critical Hit
--------------------LEVEL 4--------------------
Multiclass: Warlock
Subclass: The Great Old One
- Level 1 Warlock Spells
- +1 Warlock Spell Slot
- Mortal Reminder (Passive)
When you land a Critical Hit, the target and nearby enemies must succeed a WIS Saving Throw or being Frightened until the End of their Next Turn
Cantrips:
- Eldritch Blast
1d10 Force Damage per Beam
Level 5 = 2 Beams
Level 10 = 3 Beams
- Minor Illusion
Creates an Illusion that compels creatures to investigate
Can be cast while Silenced
Can remain hidden when cast
Can last for 10 turns
Spells:
- Hex (Concentration)
Attacks deal Bonus 1d6 Necrotic Damage against target with Hex
Hex causes Disadvantage on Checks of an Ability of your choosing
- Armour of Agathys
Gain 5 Temp HP and deal 5 Cold Damage to attackers while Temp HP persists
+5 Temp HP and Damage per upcast
Lasts until Long Rest or Temp HP is gone
--------------------LEVEL 5--------------------
Warlock 2
- +1 Warlock Spell Slot
Eldritch Invocations:
- Agonising Blast (Passive)
Add CHA Modifier to Eldritch Blast’s Damage
- Devil’s Sight
Able to see in magical and nonmagical Darkness
Spell:
- Arms of Hadar
2d6 Necrotic Damage
Targets can’t take reactions for 1 turn
+1d6 per upcast
--------------------LEVEL 6--------------------
Warlock 3
- Level 2 Warlock Spells
Pact Boon: Pact of the Blade
- Pact of the Blade
- Bind Pact Weapon
Spell:
- Darkness
Create 5m Area of Darkness
Creatures are Blinded
Ranged Attacks cannot penetrate Darkness
Immunity to Blinded negates effects
Replace Spell: Hex
- Misty Step
Teleport to an open space within 18m that you can see
--------------------LEVEL 7--------------------
Warlock 4
Feat:
- Ability Improvement (+2 CHA)
Cantrip:
- Blade Ward (2 turns)
Halves incoming Physical Damage for 2 turns
Spell:
- Hold Person (Concentration)
Hold an enemy still; Cannot Move, Act, or React
Attacks against target are always Critical Hits within 3m
Target can make a WIS Save to escape at the end of each turn
+1 target per upcast
OR
- Mirror Image (Bend Time)
Create 3 Illusory duplicates of yourself that distract attackers
+3 AC per duplicate
When you evade an attack, 1 duplicate dissappears
--------------------LEVEL 8--------------------
Warlock 5
- Deepend Pact: Extra Attack
Eldritch Invocation:
- Mire the Mind (Bend Time)
Slow
Spell:
- Counterspell (Reaction)
Nullify a creature’s spell as a Reaction
Spell must be 3rd Level or lower
If Spell is 4th Level or above, must succeed a Check to nullify
Check Difficulty is based on Spell’s Level
OR
- Slow
--------------------LEVEL 9--------------------
Note: At Level 9, Respec with Fighter as your Level 1 for Constitution Proficiency. Again, take 3 Rogue and 5 Warlock the same as before.
Multiclass: Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Duelling* or Two-Weapon Fighting
--------------------LEVEL 10--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------LEVEL 11--------------------
Fighter 3
Subclass: Champion
- Improved Critical Hit
Number needed to roll a Critical Hit reduced by 1
--------------------LEVEL 12--------------------
Fighter 4
Feat:
- Alert
+5 Initiative
Cannot be Surprised
--------------------GEAR--------------------
Important Items:
- Elixir of Viciousness
- Brand of the Absolute
- Hag’s Hair (+1 CHA)
-------ACT 1-------
Head:
- Shadow of the Menzoberranzan
Light Armour
Shrouded in Shadow (Long Rest)
Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
- The Spellshade Circlet
+1 Spell Save DC while Obscured
Location: Sold by Omeluum in Myconid Colony
------------------------------
Chest:
- Spidersilk Armour
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
- Graceful Cloth
Clothing
10 AC + DEX Modifier
+2 DEX
+1 DEX Saving Throws
+1.5m Jump Distance
Cat’s Grace
Advantage on DEX Checks
Half-Damage from falling
Location: Sold by Lady Esther at the Rosymorn Monastery Trail, just after taking the Mountain Path
------------------------------
Gloves:
- Fleetfingers
When you Dash or make a similar action, you can Jump without using a Bonus Action
Location: Chest in Forest X: 80 Y: 347
- Gloves of Dexterity
Set DEX to 18
+1 Attack Rolls
Location: Can be bought from A'jak'nir Jeera at Crèche Y'llek
------------------------------
Boots:
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
------------------------------
Cloak: N/A
------------------------------
Amulet:
- Amulet of Misty Step
Misty Step (Short Rest)
Location: Gilded chest next to the bed behind Polma in the Defiled Temple X: 386 Y: 8
- Amulet of Branding
Brand the Weak
Bludgeon the Weak
Target is Vulnerable to Bludgeoning Damage for 3 turns
Slash the Weak
Target is Vulnerable to Slashing Damage for 3 turns
Pierce the Weak*
Target is Vulnerable to Piercing Damage for 3 turns
Location: Looted from a Githyanki at Crèche Y'llek
------------------------------
Rings:
- Ring of Absolute Force
Thunderwave (Short Rest)
If wearer bears the Absolute’s Brand, deal bonus 1 Thunder Damage with Thunder spells/attacks
Location: Dropped by Sergeant Thrinn in Grymforge
- Strange Conduit Ring
+1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Fetish of Callarduran Smoothhands
Invisibility (Long Rest)
Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses
------------------------------
Melee Weapons:
- Knife of the Undermountain King
Shortsword
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
If you roll 2 damage or less, reroll and take the highest result
Advantage on Attack Rolls against Obscured targets
Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek
- The Baneful
Shortsword
+1 Enchantment
+1 Attack Rolls
Chance to inflict Bane on hit
Location: Sold by Blurg in Myconid Colony
------------------------------
Ranged Weapons:
- Firestoker
Hand Crossbow
Deal bonus 1d4 Slashing Damage to Burning targets
Location: Found in an Opulent Chest in Grymforge in the Dormitory room with the Hellsboars (X:-574, Y:382)
------------------------------
-------ACT 2-------
Head:
- Covert Cowl
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Dexterity Saving Throws
Location: Carried by a Meenlock in the Cellar of Last Light Inn
- Dark Justiciar Helmet
Medium Armour
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Constitution Saving Throws
+1 Saving Throws against Spells
Locations: Found inside a Gilded Chest in the Gauntlet of Shar X: -822 Y: -753
------------------------------
Chest:
- Dark Justiciar Half-Plate (Very Rare) (Optional)
Medium Armour
17 AC +2 (DEX)
While Obscured, Advantage on Stealth Checks
Advantage on Constitution Saving Throws
Reduce all incoming damage by 2 and reflect damage back at attacker who takes 1d4 Necrotic Damage while Shield of Faith is active
Shar’s Aegis (Shield of Faith) (Long Rest)
Location: Kill the Nightsong
- Shadeclinger Armour
Light Armour
12 AC + Dexterity Modifier
Advantage on Saving Throws while Obscured
+1 Stealth
Location: Purchased at Last Light Inn
- Penumbral Armour
Light Armour
12 AC + Dexterity Modifier
+3 Stealth Checks while Obscured
Location: Found in a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145
------------------------------
Gloves:
- Gloves of the Duellist
+2 Attack Rolls while only wielding one weapon in Main Hand
Location: Purchased from trader at Moonrise Towers
- Gloves of the Balanced Hands
Add Ability Modifier to Offhand Attack Damage
Location: Last Light Inn Quartermaster Talli
- Dark Justiciar Gauntlets (Rare) (Optional) OR UNCOMMON VERSION
+1d4 Necrotic Damage with Weapon Attacks
+1 Strength Saving Throws
Beckoning Darkness (Bonus Action)
Creatures is haunted by darkness for 2 turns
Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area
Location: Reward for killing the Nightsong in Nightsong's Prison
------------------------------
Boots:
- Dark Justiciar Boots (Optional)
+1 DEX Saving Throws
Shadow Teleportation (Short Rest)
Teleport between shadows
Location: Kill the Nightsong
------------------------------
Cloak:
- Cloak of Cunning Brume
When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn
Location: Purchased at Last Light Inn
------------------------------
Amulet:
- Surgeon’s Subjugation Amulet
When you land a Critical Hit, you can Paralyze the target for 2 turns
Location: House of Healing
------------------------------
Rings:
- Shadow-Cloaked Ring
+1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow
Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear
- Shifting Corpus Ring
Invisibility (Long Rest)
Blur (Long Rest)
Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
------------------------------
Melee Weapons: N/A
------------------------------
Ranged Weapons:
- Hellfire Hand Crossbow
+2 Enchantment
Possibly inflict Burning when attacking while Hiding or Invisible
Scorching Ray (Level 3) (Short Rest)
Location: Can be looted from Yurgir in the Gauntlet of Shar
------------------------------
-------ACT 3-------
Head:
- Birthright
+2 CHA (Up to 22)
Location: If Rolan is dead: Sold by Lorroakan's Projection in Sorcerous Sundries. If Rolan and Lorroakan are both alive: Sold by Rolan in Sorcerous Sundries. If Rolan is alive but Lorroakan is dead: Can be traded or pickpocketed from Rolan in Ramazith's Tower
------------------------------
Chest:
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
- Bhaalist Armour
Light Armour
14 AC + Dexterity Modifier
+2 Initiative
Aura of Murder
Enemies within 2m become Vulnerable to Piercing Damage
Note: Enemies become Vulnerable regardless of Resistance mentioned in the item description
Location: Sold by Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin
------------------------------
Gloves:
- Thunderpalm Strikers
Unarmed Attacks deal +1d4 Thunder Damage
Thunderwave (Level 3 Spell) (Long Rest)
Location: Rivington
------------------------------
Boots:
- Helldusk Boots
Immune to Prone
Immune to Difficult Terrain
Can use Reaction to succeed a failed Saving Throw
Hellcrawler (Short Rest)
Teleport to an area and deal 2d8 Fire Damage where you land in a 3m radius
Location: Found in a locked Gilded Chest X: -32 Y: 219 on the top floor of Wyrm's Rock Fortress. Taking this item after Gortash's coronation makes Gortash and all Steel Watchers on this floor permanently hostile. If Gortash's deal has been taken and the party has killed Orin, taking this item does not permanently make everyone hostile. Taking this item before the coronation does not turn anyone hostile or before Gortash leaves the throne room.
------------------------------
Cloak:
- Shade-Slayer Cloak
Number needed to roll a Critical Hit reduced by 1 while Hiding
Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers
------------------------------
Amulet: N/A
------------------------------
Rings:
- Ring of Blink
Blink (Long Rest)
Location: Rewarded by stealing from or persuading the tressym, Tara, on the roof of the Open Hand Temple X: -45 Y: -5 in Rivington. No skill check is required if playing as Gale or if Gale is in the party
------------------------------
Melee Weapons:
- Duellist's Prerogative (If possible)
- Crimson Mischief (If wearing Bhaalist Armour)
Shortsword
+2 Enchantment
+1d4 Necrotic Damage
+1d4 Piercing Damage to targets with less than 50%HP
+7 Piercing Damage when attacking with Advantage
When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage
Location: Dropped by Orin
- Bloodthirst (Optional)
Dagger
+2 Enchantment
Bound Weapon
Number needed to roll a Critical Hit is reduced by 1
True Strike (Bonus Action) (Cantrip) (Short Rest)
Main Hand: On hit, target becomes Vulnerable to Piercing Damage
Off-Hand: When a creature misses you with a Melee Attack, gain True Strike
Off-Hand: +1 AC
Location: Reward for defeating Orin during Get Orin’s Netherstone
- Stillmaker
Dagger
+2 Enchantment
Hold Person (Long Rest) (Level 3)
Location: Found in a hole X: 67 Y: -1018 in the area underneath the Open Hand Temple. A successful DC5 Perception check is needed to spot it
------------------------------
Ranged Weapons: N/A
------------------------------
Comments
Hi, does this build still work in patch 8 or is there any adjustments to make it powerful? I decided to build this because I prefer assassin over other rogue subclasses but my group just hit level 4 and I honestly feel really weak compared to them, so I'm unsure if it's just how early game is for rogues (first time playing this class) or if the build got nerfed haha
soju
2025-06-14 08:05:34 +0000 UTCFavorite build OAT
Grambo82
2024-09-25 20:01:44 +0000 UTCAwesome build definitely gonna try it out
Sheepman2810
2024-05-05 11:07:58 +0000 UTC