Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters,
Sovereigns, and anyone else who can afford them.
Assassinate: 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 roll.
Multiattack: The
Assassin makes two
shortsword ATTACKS.
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.