False Identity. Black Hand Assasin's have advantage on deception checks when they act like their false identity; they are well prepared, using manners, language as if they were someone else. To reveal informations about their lie you must do a 15 DC Investigation check at their house, in their bags, items. Also you can reveal their lie by Insight in a conversation. This way 20 DC Insight is the DC.
Sneak Attack. Black Hand Assasin's can add 3 (1d6) damage to their first strike. If the opponent is surprised or Assasin strikes from unseen it does 9 (3d6) instead.
Death Silence. Black Hand Assasin can run / walk without making sounds.
Creativity. Black Hand Assasin can use tools, timing, traps, poisons, or even special weapons, lockpicking, escape plans for greater success and to avoid face to face combat.
Poison Mastery. Black Hand Assasin can choose from different kinds of poison before combat. Each effect of them have 15 DC CON save and 13 DC CON escape.
1) Paralyzer; does no damage, but the creature that failed the save cannot move for the next turn, it can repeat the escape checks. Once the effect is cured out the creature is immune to it for the next 24 hour.
2) Killer; does 2d6 poison damage every combat round it is not cured out by a succesful escape check.
3) Blindness; does no damage, but blinds the opponent on a failed save. Blinded creature can repeat escape DC in the end of it's turn. Once the effect is cured out the creature is immune to it for the next 24 hour.
4) Hemocedes; does 2 bleeding damage after every attack that being hit. This damage stacks up with each strike. Bleeding opponent cannot escape from this effect unless being healed to full hp.
Multiattack. Black Hand Assasin does two dagger attacks, but only one ranged. After the attacks still available to do a bonus action.
Daggers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Thrown: +6 to hit, range 5 - 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Black Hand Assasin has only 4 dagger in it's inventory.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 20/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Climbing Chain. It connects Assasin to a point that is 30 ft. to it and above ground level. As an action Assasin can drag itself to that point, or hang back down from there with only 15 ft. movement each way.
Smoke Grenade (1/ Combat). Black Hand Assasin can throw it up to 60 ft. The grenade explodes and covers a 30 ft. sphere area with smoke that reduces seeing rand to 5 ft.
Description
Black Hand Assasins are an uncommon ellite group in Daldana's army. They have names unlike common soilders such; Geud "the fingerless". They weren't went through the common soilder training proccess, they all became founded and trained by Zandarruth and the previous high priests on the same position. Assasins not following the ordenary looks in combat hierarchy only one sign can show their rank, these are the black dot tattoos on their back. Each tattoo represents one of target they killed. They are humanoids but can look differently depends on a mission which they are in.
Previous Versions
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12/27/2019 8:45:58 PM
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