Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
: During its first turn, the assassin has advantage on Attack
rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.Evasion
: If the assassin is subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.Sneak Attack (1/Turn)
: The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon Attack
and has advantage on the Attack
roll, or when the target is within 5 ft. of an ally of the assassin that isn't Incapacitated
and the assassin doesn't have disadvantage on the Attack
: The assassin makes two Shortsword
: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution
saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.Light Crossbow
: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution
saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.