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The Ultimate Guide to Dragon Magazine 379 Assassin Pdf: How to Play and Run an Assassin or a Revenant in Your D&D Game


Dragon Magazine 379 Assassin Pdf: A Guide for D&D Fans




If you are a fan of Dungeons & Dragons (D&D), you probably know what Dragon Magazine is. It is one of the two official magazines for source material for the D&D role-playing game and associated products; Dungeon is the other. Dragon Magazine has been around since 1976, providing players and DMs with new rules, classes, races, monsters, adventures, lore, and more.




Dragon Magazine 379 Assassin Pdf


Download File: https://www.google.com/url?q=https%3A%2F%2Fpicfs.com%2F2ubN87&sa=D&sntz=1&usg=AOvVaw2ZinvBhDUuNAjfV9-YBfVR



One of the most popular issues of Dragon Magazine is #379, which was published in December 2009. This issue focused on the assassin class, a new option for 4th edition D&D. It also introduced the revenant race, a type of undead that can be used as a player character. In this article, we will explore what Dragon Magazine 379 Assassin Pdf is, how to get it, and how to use it in your D&D game.


What is Dragon Magazine?




A brief history of the magazine




Dragon Magazine was originally launched by TSR, Inc., the company that created D&D, to succeed their earlier publication, The Strategic Review. The first issue of Dragon Magazine was published in June 1976, and it featured articles on various topics related to D&D and other fantasy games. The magazine soon became a monthly publication, and it expanded its scope to cover other genres and systems as well.


Over the years, Dragon Magazine went through several changes in ownership, format, and content. In 1997, TSR was acquired by Wizards of the Coast (WotC), the current publisher of D&D. In 2002, WotC licensed Dragon Magazine to Paizo Publishing, a company that had been producing Dungeon Magazine since 1999. Paizo continued to publish Dragon Magazine until September 2007, when WotC decided to end the print version of both magazines and replace them with online content.


The final printed issue of Dragon Magazine was #359, which featured a retrospective of the magazine's history and legacy. However, Dragon Magazine did not die completely. WotC continued to produce online articles for Dragon Magazine under their D&D Insider subscription service. These articles were initially published in HTML format starting with #360, then switched to full PDF format starting with #364, and then returned to HTML format starting with #395. The last online issue of Dragon Magazine was #430, which was published in December 2013.


The role of the magazine in D&D culture




Dragon Magazine has been an influential and beloved part of D&D culture for decades. It has provided players and DMs with countless hours of entertainment, inspiration, and education. It has introduced new concepts, mechanics, and settings that have enriched the game and expanded its possibilities. It has also featured interviews, reviews, comics, fiction, art, and contests that have showcased the talent and creativity of the D&D community.


Some of the most notable contributions of Dragon Magazine to D&D include:



  • The Dragonlance setting, which was first introduced in a series of articles in Dragon Magazine #85-87, and later became a bestselling novel and game line.



  • The Oriental Adventures setting, which was first introduced in a series of articles in Dragon Magazine #103-106, and later became a sourcebook and game line.



  • The Greyhawk setting, which was originally created by Gary Gygax, the co-creator of D&D, and was further developed and detailed in many articles in Dragon Magazine.



  • The Forgotten Realms setting, which was originally created by Ed Greenwood, a prolific writer and contributor to Dragon Magazine, and was later adopted by WotC as their flagship setting for D&D.



  • The Planescape setting, which was first introduced in a series of articles in Dragon Magazine #120-123, and later became a sourcebook and game line.



  • The Dark Sun setting, which was first introduced in a series of articles in Dragon Magazine #173-176, and later became a sourcebook and game line.



  • The Ravenloft setting, which was first introduced in an adventure module in Dragon Magazine #207, and later became a sourcebook and game line.



  • The Spelljammer setting, which was first introduced in an adventure module in Dragon Magazine #153, and later became a sourcebook and game line.



  • The Birthright setting, which was first introduced in an adventure module in Dragon Magazine #200, and later became a sourcebook and game line.



  • The psionics system, which was first introduced in an article in Dragon Magazine #78, and later became a core part of the D&D rules.



  • The prestige classes system, which was first introduced in an article in Dragon Magazine #257, and later became a core part of the D&D rules.



  • The feats system, which was first introduced in an article in Dragon Magazine #250, and later became a core part of the D&D rules.



  • The skills system, which was first introduced in an article in Dragon Magazine #221, and later became a core part of the D&D rules.



  • The alignment system, which was first introduced in an article in Dragon Magazine #104, and later became a core part of the D&D rules.



What is Dragon Magazine 379?




The main theme and features of the issue




Dragon Magazine 379 was published in December 2009, and it was the 20th issue of the online version of the magazine. The main theme of the issue was the assassin class, a new option for 4th edition D&D. The assassin class was designed to be a dark and mysterious character who uses stealth, shadow magic, and lethal attacks to eliminate their enemies. The assassin class was also compatible with the Essentials line of products, which simplified and streamlined the 4th edition rules.


The issue featured several articles that explored the assassin class and its variants, such as:



  • "Assassin: Executioner", which presented a new build for the assassin class that focused on using weapons and martial techniques to deal massive damage.



  • "Assassin: Avenger", which presented a new build for the assassin class that focused on using divine power and vengeance to smite their foes.



  • "Assassin: Black Flame Zealot", which presented a new build for the assassin class that focused on using fire magic and fanaticism to burn their enemies.



  • "Assassin: Shadow Hand", which presented a new build for the assassin class that focused on using shadow magic and manipulation to deceive and destroy their enemies.



  • "Assassin: Poisoner", which presented a new build for the assassin class that focused on using poison and alchemy to weaken and kill their enemies.



  • "Assassin: Ninja", which presented a new build for the assassin class that focused on using ninjutsu and stealth to strike from the shadows.



The issue also featured several articles that introduced new options and rules for the assassin class, such as:



  • "Class Acts: Assassin", which presented new feats, powers, paragon paths, and epic destinies for the assassin class.



  • "Playing an Assassin", which presented tips and advice on how to roleplay an assassin character and how to use their abilities effectively.



  • "Assassin's Arsenal", which presented new weapons, armor, implements, and magic items for the assassin class.



  • "The Assassin's Guild", which presented a new organization that trained and employed assassins in various settings.



The assassin class and its variants




The assassin class was a striker role in 4th edition D&D, meaning that their primary function was to deal high amounts of damage to single targets. The assassin class used shadow power as their source of magic, meaning that they drew their power from the darkness and the plane of shadow. The assassin class used ki focus as their primary implement, meaning that they channeled their power through a personal item or symbol. The assassin class also had access to other implements and weapons, such as daggers, shuriken, garrotes, blowguns, darts, needles, etc.


The assassin class had several unique features that distinguished them from other classes, such as:



  • Assassin's Shroud: This was the core feature of the assassin class. It allowed them to mark a target with a shroud of shadow that increased their damage against that target. They could have up to four shrouds on a target at a time, and they could activate them all at once with an attack. The shrouds also had other effects depending on the build of the assassin.



  • Gloom Thief: This feature allowed them to gain combat advantage against any creature that was granting combat advantage to another creature. This made them very effective at exploiting their enemies' weaknesses and vulnerabilities.



  • Guild Training: This feature allowed them to choose a guild that specialized in a certain type of assassination. The guild gave them access to specific skills, feats, powers, and benefits that suited their style of killing.



  • Shadow Step: This feature allowed them to teleport a short distance as a move action. This made them very mobile and elusive on the battlefield.



  • Shadow Action: This feature allowed them to gain an extra benefit when they spent an action point. The benefit depended on the build of the assassin.



The assassin class had several variants that offered different ways of playing the class, such as:



  • Executioner: This variant focused on using weapons and martial techniques to deal massive damage. They used executioner's weapons as their primary implements, such as axes, swords, maces, etc. They also had access to martial practices, which were special maneuvers that enhanced their attacks. Their assassin's shroud feature allowed them to deal extra damage equal to their Dexterity modifier when they activated their shrouds. Their shadow action feature allowed them to make an extra attack when they spent an action point.



  • Avenger: This variant focused on using divine power and vengeance to smite their foes. They used holy symbols as their primary implements, such as amulets, icons, relics, etc. They also had access to divine prayers, which were special powers that invoked the wrath of their god. Their assassin's shroud feature allowed them to deal extra radiant damage equal to their Wisdom modifier when they activated their shrouds. Their shadow action feature allowed them to teleport next to their oath of enmity target when they spent an action point.



  • Black Flame Zealot: This variant focused on using fire magic and fanaticism to burn their enemies. They used rods as their primary implements, such as scepters, wands, staves, etc. They also had access to fire spells, which were special powers that unleashed flames and explosions. Their assassin's shroud feature allowed them to deal extra fire damage equal to their Intelligence modifier when they activated their shrouds. Their shadow action feature allowed them to create a burst of fire around them when they spent an action point.



  • Shadow Hand: This variant focused on using shadow magic and manipulation to deceive and destroy their enemies. They used orbs as their primary implements, such as crystals, spheres, globes, etc. They also had access to shadow spells, which were special powers that manipulated darkness and illusions. Their assassin's shroud feature allowed them to deal extra psychic damage equal to their Charisma modifier when they activated their shrouds. Their shadow action feature allowed them to become invisible until the end of their next turn when they spent an action point.



  • Poisoner: This variant focused on using poison and alchemy to weaken and kill their enemies. They used flasks as their primary implements, such as vials, bottles, jars, etc. They also had access to poison powers, which were special powers that inflicted various conditions and effects with their poisons. Their assassin's shroud feature allowed them to deal extra poison damage equal to their Constitution modifier when they activated their shrouds. Their shadow action feature allowed them to apply a poison effect to one of their attacks when they spent an action point.



  • Ninja: This variant focused on using ninjutsu and stealth to strike from the shadows. They used shuriken as their primary implements, such as stars, blades, discs, etc. They also had access to ninja powers, which were special powers that enhanced their stealth and mobility. Their assassin's shroud feature allowed them to deal extra cold damage equal to half their level when they activated their shrouds. Their shadow action feature allowed them to make a stealth check and shift 3 squares when they spent an action point.



The revenant race and its traits




The revenant race was a new option for 4th edition D&D that was introduced in Dragon Magazine 376 and further developed in Dragon Magazine 379. The revenant race was a type of undead that could be used as a player character. The revenant race was designed to be compatible with the assassin class, but it could also be used with other classes.


The revenant race had several unique features that distinguished them from other races, such as:



  • Undead Origin: This feature meant that they were considered undead for the purpose of effects that relate to creature origin.



  • Past Life: This feature meant that they had a previous life before becoming a revenant. They could choose any other race as their past life, and gain one of its racial traits or languages.



  • Relentless: This feature meant that they had a +2 bonus to death saving throws and could make one at the start of their turn even if they were dying.



  • Dark Reaping: This feature meant that they could use dark reaping as an encounter power. Dark reaping allowed them to deal extra necrotic damage equal to half their level when an enemy within 5 squares of them dropped to 0 hit points or fewer.



  • Unnatural Vitality: This feature meant that they could use unnatural vitality as an encounter power. Unnatural vitality allowed them to remain conscious until the end of their next turn after dropping below 0 hit points.



The revenant race also had the following ability score modifiers:



  • +2 Dexterity



  • +2 Constitution or +2 Charisma



The revenant race also had the following skill bonuses:



it as it is or modify it to suit your game. You also have to make sure that you respect the rights and work of the creators and publishers of the magazine, and that you enjoy the content and have fun with your game.


FAQs




Here are some frequently asked questions and answers about Dragon Magazine 379 Assassin Pdf:



  • Q: Where can I find more information and resources about the assassin class and the revenant race?



  • A: You can find more information and resources about the assassin class and the revenant race in other issues of Dragon Magazine and Dungeon Magazine, as well as in other D&D books and products. Some examples are:



  • Dragon Magazine 376: This issue introduced the revenant race and its traits.



  • Dragon Magazine 382: This issue featured more options and rules for the assassin class, such as new feats, powers, paragon paths, and epic destinies.



  • Dragon Magazine 386: This issue featured more options and rules for the revenant race, such as new feats, powers, paragon paths, and epic destinies.



  • Dungeon Magazine 180: This issue featured an adventure module called "The Haunting of Kincep Mansion", which involved a group of assassins and revenants.



  • Heroes of Shadow: This book featured more options and rules for playing shadow-themed characters, such as assassins and revenants.



  • Player's Handbook Races: Dragonborn: This book featured a section on playing a dragonborn revenant.



  • Q: How can I create my own assassin character or revenant character?



  • A: You can create your own assassin character or revenant character by following the steps below:



  • Step 1: Choose your race. You can choose any race you want, but if you want to play a revenant, you have to choose that as your race. You also have to choose a past life race for your revenant.



  • Step 2: Choose your class. You can choose any class you want, but if you want to play an assassin, you have to choose that as your class. You also have to choose a build for your assassin, such as executioner, avenger, black flame zealot, shadow hand, poisoner, or ninja.



  • Step 3: Choose your ability scores. You can choose your ability scores using any method you want, such as rolling dice, point buy, or standard array. You should prioritize the ability scores that are important for your class and build, such as Dexterity for executioner or Wisdom for avenger.



  • Step 4: Choose your skills. You can choose your skills from the list of skills available for your class. You should choose skills that are useful for your role and theme, such as Stealth for ninja or Religion for avenger.



  • Step 5: Choose your feats. You can choose your feats from the list of feats available for your class and race. You should choose feats that enhance your abilities and powers, such as Weapon Focus for executioner or Radiant Advantage for avenger.



  • Step 6: Choose your powers. You can choose your powers from the list of powers available for your class and build. You should choose powers that suit your style and strategy, such as Assassin's Strike for executioner or Oath of Enmity for avenger.



  • Step 7: Choose your equipment. You can choose your equipment from the list of equipment available for your class and build. You should choose equipment that supports your role and theme, such as daggers for executioner or holy symbols for avenger.



  • Step 8: Choose your background. You can choose your background from the list of backgrounds available for your class and race. You should choose a background that reflects your personality and history, such as Criminal for poisoner or Devout for avenger.



  • Q: How can I play an assassin character or a revenant character effectively?



  • A: You can play an assassin character or a revenant character effectively by following some tips below:



  • Tip 1: Know your role. As an assassin character or a revenant character, you are a striker who specializes in dealing high amounts of damage to single targets. You should focus on finding and eliminating the most dangerous or vulnerable enemies in combat, such as leaders, controllers, or artillery.



  • Tip 2: Know your abilities. As an assassin character or a revenant character, you have several unique abilities that give you an edge in combat, such as assassin's shroud, dark reaping, shadow step, and unnatural vitality. You should use these abilities wisely and strategically to maximize your damage output and survivability.



  • Tip 3: Know your enemies. As an assassin character or a revenant character, you have to deal with various enemies that might pose a threat or a challenge to you, such as defenders, brutes, or immortals. You should study and exploit their weaknesses and vulnerabilities, such as their defenses, resistances, or conditions.



  • Tip 4: Know your allies. As an assassin character or a revenant character, you have to work with your allies to achieve your goals and overcome your obstacles. You should cooperate and coordinate with your allies, such as providing them with combat advantage, flanking opportunities, or distraction tactics.



Tip 5: Know your personality. As an assassin character or a revenant character, you have a dark and mysterious personality that might affect your interactions and relationships with others. You should roleplay your p


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