Ability scores

Dexterity is the primary ability because the subclass depends on initiative, attack accuracy, stealth and Sneak Attack. Constitution supports survival. Charisma can be useful in campaigns where the high-level infiltration features matter regularly.

Weapons and Sneak Attack

A finesse melee weapon or ranged weapon remains essential because Assassinate modifies your attack conditions rather than replacing Sneak Attack. Ranged weapons are especially useful when an ambush begins from concealment and closing into melee would cost the opening advantage.

Action economy

Coordinate with the party before combat. The Assassin is at its best when stealth, scouting and encounter setup allow surprise to occur. Once combat has started, it is still a normal Rogue with Sneak Attack, Cunning Action, Expertise and defensive features even when Assassinate's surprise clause cannot be triggered.

Skills and Expertise

Stealth is the obvious Expertise candidate for creating ambushes. Deception can support false identities and Impostor, while Perception and Investigation help the Assassin scout a target before committing to the attack.

Common mistake

The biggest rules mistake is treating 'I rolled higher initiative' as 'the target is surprised.' Surprise is determined separately when combat begins. Winning initiative can enable the advantage part of Assassinate, but the automatic critical hit and Death Strike setup require genuine surprise.