Subclass guide

Assassin Rogue guide for the 2024 rules

RogueFirst-round burst2024 Player's Handbook

The Assassin is the Rogue who wants the fight to be over before it starts. In the 2024 Player's Handbook it's less all-or-nothing than before, and the maths shows where it pays off and where it doesn't.

CABy Corin Ashdown · Updated · 7 min read

Verdict

A strong pick for the opening round, a plain Rogue after it. The 2024 rewrite fixed the old version's biggest problem: it no longer needs the enemy to be surprised, only to act after you. If your table runs short fights, this is a Rogue that hits very hard at the start. If fights run long, you've paid a subclass for one good turn.

Damage4/5
Toughness2/5
Support1/5
Out of combat4/5
Ease for beginners3/5

How it plays

Your Initiative is your best stat. Advantage on the roll plus a high Dexterity means you often go first, and going first is what switches the subclass on. In round one you attack with Advantage against anyone who hasn't acted, so Sneak Attack is nearly guaranteed even with no ally nearby.

After round one the Assassin plays like any other Rogue: Cunning Action, Steady Aim, Cunning Strike. The late features lean on the same theme. Envenom Weapons makes the Poison option of Cunning Strike worth its dice, and Death Strike is a second chance to double a first-round hit.

Features by level

LevelFeatureWhat it does, in short
3AssassinateAdvantage on Initiative rolls. In the first round of a fight you have Advantage against creatures that haven't had a turn yet, and a Sneak Attack that lands in that round adds damage equal to your Rogue level.
3Assassin's ToolsProficiency with the Disguise Kit and Poisoner's Kit, and you start with one of each.
9Infiltration ExpertiseTwo parts: mimic someone's voice and handwriting once you've studied them for an hour, and keep using Steady Aim after you move.
13Envenom WeaponsWhen you use the Poison option of Cunning Strike, a failed save also costs the target 2d6 poison damage that ignores Poison resistance.
17Death StrikeIn the first round, a Sneak Attack hit forces a Constitution save. On a failure the damage is doubled.

Feature names and levels agree across D&D Beyond's changes article, Wargamer, DungeonMister and RPGBot. The 2024 Assassin is not in the free SRD, so everything above is our own summary. Check your copy of the book for exact wording, especially the save DC on Death Strike.

First-round burst maths

The table compares one weapon hit on a normal turn with one Sneak Attack hit in round one, with Assassinate's bonus added. It assumes a rapier (d8, average 4.5), the Dexterity modifier shown, and a single attack, since Rogues don't get Extra Attack. Averages only, no critical hits.

Rogue levelSneak AttackDex modNormal Sneak Attack hitRound-one hit with Assassinate
32d6 (7)+314.517.5
53d6 (10.5)+41924
95d6 (17.5)+52736
137d6 (24.5)+53447
179d6 (31.5)+54158

Assassinate's bonus is modest on its own, an extra 17 damage at level 17. The real value is the Advantage that lets you hit reliably in a round when a miss is most costly. At level 17, if Death Strike's doubling covers the whole hit and the target fails the save, the 58 above becomes roughly 116. That is an assumption on our part, and a Constitution save is not a sure thing against a boss, so treat it as an upside, not a plan.

The comparison column also shows the catch: the gap between a normal Sneak Attack hit and a round-one hit is 3 to 17 damage per turn, and it only exists once per combat.

Building one

  • Ability scores: Dexterity first, since it feeds Initiative, attacks and damage. Constitution second, Wisdom third for Perception.
  • Weapons: a rapier for melee or a shortbow for range. Both work with Assassinate. The ranged option keeps you out of the enemy's reach in round two.
  • Feats: Alert is the obvious fit because it adds to Initiative, and Initiative decides whether the subclass works. Raise Dexterity to 20 first.
  • Cunning Strike: from 13, Poison with Envenom Weapons is the default rider. Pick Withdraw when you want to leave.
  • Skills and tools: Stealth and Deception, plus Infiltration Expertise's mimicry, suit a campaign with a lot of intrigue.

Who should pick it

Pick it if you like ambushes, planning and a big opening turn, or if your DM runs a lot of heists and assassinations. Skip it if your fights are long slogs; a Thief or Soulknife gives steadier value turn after turn. Compare all four subclasses in the Rogue guide.

Sources: feature names, levels and effects from D&D Beyond's 2024 Rogue changes article, Wargamer's 2024 Rogue breakdown, DungeonMister's Assassin guide and an RPGBot subclass review, plus an EN World forum summary for Envenom Weapons and Death Strike (secondhand, so check the book). The burst maths and ratings are ours.
CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.