Battle Command. As a bonus action, the Blackwater Assassin targets one ally she can see. If the target can see or hear the her, the target can use its reaction to make one melee attack or ranged attack.
Cunning Action. On each of her turns, the Blackwater Assassin can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the Blackwater Assassin is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can’t use this trait if she’s incapacitated.
Sneak Attack (1/Turn). The Blackwater Assassin deals an extra 14 (4d6) damage when she 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 Blackwater Assassin that isn’t incapacitated and the Blackwater Assassin doesn’t have disadvantage on the attack roll.
Multiattack. The Blackwater Assassin makes three attacks: two with her rapierand one with her hand crossbow.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Trained Reflexes. The Blackwater Assassingets two reactions per round.
Savage Parry. The Blackwater Assassin may choose to parry aside one melee attack that would hit her, taking no damage. To do so, she must see the attacker and be wielding a melee weapon. If two or more enemies are adjacent to her, as a reaction she may turn the attack against one of the adjacent enemies (cannot be the one who attacked; does not need to be adjacent to the attacker, only the Assassin).
Killing Spree. When the Blackwater Assassin knocks an enemy unconscious, she can spend her reaction to move up to their speed. This movement does not provoke attacks of opportunity.
The Blackwater Assassin has three Villain Actions, keyed to rounds in a combat encounter. Villain Actions can be taken at the end of a hero's turn on the appropriate round.
Round 1: To the Mists! The Blackwater Assassin and all allies can move up to their speed.
Round 2: Fire! All allies of the Blackwater Assassin may make a ranged attack, if they have one. These coordinated attacks ignore disadvantage from obscuration.
Round 3: Find their weak spots. Any attack made by the allies of the Blackwater Assassin on their next turn have advantage.
Round 4+ After round three, the Assassin alternates between To the Mists! and Fire! each round.
Description
The Blackwater Assassins Guild takes in children with extremely abusive, traumatic, and/or penurious backgrounds. To become a Blackwater Assassin, a child must bear emotional scars and brokenness which can be stoked into seething hatred and true ruthlessness; a Blackwater Assassin seeks revenge against the world for allowing such the evils experienced in their childhood to exist. Most Blackwater potentials are only initiated upon murdering their former tormentor.
Although the Blackwater Assassin is a paragon of cruelty when on the job, they are trained to blend into society until the target is dispatched. The charmingly demure socialite, the friendly chimney sweep, the saucy barmaid; if you think they are beyond reproach, they may be the knife in your back... or they may be the distraction. When the Blackwater Assassins Guild is hired, no one is safe and no one is certain.
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