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If you cannot get surprise, It's the weakest of the rogue subclasses because after turn 1, none of your assassin abilities take effect.
Assassin's Initiative + Alert (Feat) makes me go first almost always, so I can choose anyone to assassinate and even when the enemy gets the drop on me I go before they do.
Ambush Only works on surprised enemies, so only on turn 1.
Assassin's Alacrity allows me to Poison my weapon AND attack to start combat. Enter Turn based mode, walk up to where you want to attack from. Use a bonus action to apply a poison, use an action to attack. When combat starts you get your action and bonus action back, so you can attack again. When the enemy's turn happens, they're probably surprised. This means you get THREE TURNS before the enemy can even take their first turn.
My recommendation is probably to go ONLY 3 levels of Assassin, and the rest probably Gloom stalker ranger. They synergize well
Gloom Stalker has a special attack on turn 1 that does 1d8 more damage. With Assassin's Ambush, this 1d8 will crit to 2d8 extra damage.
Gloom stalkers also get an invisibility action to help them get into position.
Gloom stalkers get enhanced darkvision so even humans and halflings which can't normally see in the dark can make good assassins. And they even get Disguise Self at level 3 before assassins do.
The opening attacks. Along with assassin and the durge first reward, the gloomstalker assassin can destroy groups without being seen. Good fun all round, really.
At least the Bonus Action isn't as boring as opening up combat for the entire game in the same way. Someone who chooses it for damage means he doesn't know how to play.