Assassin
Assassin
Medium humanoid (any race), any non-good alignmentMedium humanoid (any race), any non-good alignmentArmor Class 15 (Studded Leather)15 (Studded Leather)
Hit Points 78 (12d8+24) 78 ([12d8+24])
Speed 30 ft. 30 ft.
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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. Once per turn, the assassin deals an extra 14 (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 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
[b]Assassinate.[/b] 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.
[b]Evasion.[/b] 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.
[b]Sneak Attack.[/b] Once per turn, the assassin deals an extra 14 (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 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
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.
[b]Multiattack.[/b] The assassin makes two shortsword attacks.
[b]Shortsword.[/b] 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.
[b]Light Crossbow.[/b] 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.
Legendary Actions
Details
Trained in the use of poisons, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Trained in the use of poisons, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.Shout outs: Stacey, LukeMassay, Conor Quinn, Cedar, Bartis Edmond Hawley-Wall, Kyler Havard, Oliver Young, Elycoralisia, Moonstar Morris, Michael Saint Gregory, Grey, Keaton Permenter, Shazear, John Nazario, Gary, Gordon Alexander Fallon, Max Puplett
Their contribution stands as a beacon of hope for all adventurers!
