If you want to get into places unsuspected or just straight up murder people, the Assassin is the way to go. Besides what's listed below, another major selling point of more Fighter levels is more ability score increases which can also be feats than any other class. Arcane Trickster or Swashbuckler would be my pick. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. Terrific skills, fitting tool proficiencies, plus you have an alter-ego, you can pretend to be any other background on this list. You also get more chances at landing your sneak attack. Btw, our group was not using this rule on assassinating and initiative, yet I convinced them easily to use it, since it was me who was playing the assassin.
A brief list of such methods. And a campaign will usually give you the opportunity to mix and match your approach. Even if you don't have a team of True Assassins, this is really good for your mundane attackers and any summoned creatures. You expend a bardic inspiration die to deal this extra damage whenever you hit with a melee attack. Observant: Increases your Int or Wis, provides a large bonus to your Passive Investigation and Perception, and you can read lips. Similarly, questions arise about having multiple effects that multiply proficiency bonus, such as expertise and other effects; in these cases, you cannot multiply the proficiency bonus twice. Darkvision, bonus action sprint made redundant by Cunning Action and intimidation.
The goddess Shar, Mistress of Loss is also seen to be worshipped by assassins. The cleric marks the target, and the rogue strikes. This is great because you can later take a feat that allows you to make a stealth check whenever you become hidden! Out of combat, you can use this to Charm creatures, making them a very loyal friend for a very brief period. And if you stick to mostly illusions and 'other schools' utility spells, you can even practically dump Int and use Cha or Wis for the other casting stat meaning any caster works. Don't forget Panache I think it's Panache outside of combat, Charm is a powerful effect and you don't have to do the obvious steps of casting a spell first to get it. Kobold : Pack Tactics is insanely powerful for rogues.
Note that Sneak Attack can only be used once per turn not per round. Thats the best option for mine. The best assassin build has invisibility. Once between short rests, an extra action means another Attack action, and another Attack action means more damage dice to double on those automatic criticals for one grand surprise-round nova. At first level you already have most of what makes you a decent rogue.
This means that the fighter is likely to hit on at least 4 of hit 5 attacks, which is that magic number to really maximize damage So in closing: Do you want to maximize the damage you can do in the first round of combat once every short rest or less often? Ranged rogues archer Rogues typically rely on sniping. However, one other thing to consider is that you don't have to take the Assassin class to be an assassin, if you see what I mean. You can aim to make the most use of Sentinel, or to be the best duelist. Maneuvering Attack : Melee or ranged. Thankfully I rolled well on stats and Dex and Int are both in the +3 range.
There are plenty of assassins that worship the Raven Queen as well, maintaining the order and balance of life and death. Its like declaring you'll cast fireball on someone. If I may venture an opinion or two: One particular reason to multiclass three levels of druid would be to get access to Pass without Trace. If magic isn't important, I'd pick a race with Darkvision and take the Assassin archetype. You could probably make a Str-based rogue with this, with pass without trace making up for a low Dex score for stealth. That means you get two Actions, two Bonus Actions, and two movements. And in particular, for this build, the entire point is to multiply sneak attack.
I was looking around and saw shadow monk and its cool abilities and ki moves where it can cast the silence spell. Level 10 Two-Weapon Fighting - +1 to damage rolls when using a Melee Weapon. If you Wildshape into something with Pack Tactics, you basically get Advantage every round if an ally rides you as a Mount. See what works in this. Rogue past 3 : The biggest reason to take Rogue levels past 3 is a stronger Sneak Attack, but you also get some neat abilities in addition along the way. If you really want hex magic initiate is the way to get it.
Gith: Nothing useful for the Rogue. But whether this was deliberate for balance reasons or not, I am actually now glad the rules are how they are, since alert is such a thematic feat for an assassin. Sub-class Abilities Arcane Trickster: Do not play an Arcane Trickster if you want Skills + spells. The hero who shakes your hand and walks off with your watch, opens the door with a flourish, and can pick out how much money is in a pile from a glance. Limited by your Wisdom modifer uses per long rest and not super helpful in combat as it takes a full action. This configuration gives back more Sneak Attack die, but you lose out on the Shadow Lore Whisper Bard feature which is not a total loss.