Legendary Resistance (3/Day). When 47 fails a saving throw, he can choose to succeed instead.
Magic Attacks. 47's attacks are considered magical for the purpose of overcoming resistance and immunities.
Assassinate. During his first turn, 47 has advantage on attack rolls against any creature that hasn't taken a turn. Any hit 47 scores against a surprised creature is a critical hit.
Death Strike. When 47 hits a surprised creature with an attack, that creature must make a DC 20 Constitution Saving Throw. On a failed save, the creature takes double damage from that attack.
Master of Disguise. 47 has advantage on Charisma (Deception) and Charisma (Performance) checks made to pass off as another person.
Evasion. If 47 is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, 47 instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Sneak Attack. Once per turn, the 47 deals an extra 35 (10d6) damage when he 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 47 that isn't incapacitated and 47 doesn't have disadvantage on the attack roll.
Ranged Weapon Expert. 47 ignores the loading and reloading property of crossbows and firearms, and does not have disadvantage on ranged attack rolls against against a creature within 5 ft.
Sharpshooter. Attacking at long range doesn't impose disadvantage on 47's attack rolls, and his ranged attack rolls ignore all but full cover. When 47 makes an a ranged attack roll, he can take a -5 penalty to hit. If the attack hits, it deals an additional 10 damage.
Skulker. 47 can attempt to hide when he is only lightly obscured, and dim light does not impose disadvantage on 47's Wisdom (Perception) checks. When 47 is hidden from a creature and misses it with a ranged weapon attack, his position is not revealed to that creature.
Unarmored Defense. While 47 is wearing no armor, his AC includes his Wisdom modifier.
Multiattack. 47 makes three attacks on his turn.
Unarmed Strike. Melee Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage.
Point Shooting (Recharge 5-6). 47 chooses up to 3 creatures that he can see and marks them for Point Shooting. At the start of 47's next turn, he has advantage on one ranged weapon attack against each target.
Silverballer (Suppressed). Ranged Weapon Attack: +13 to hit, range 40/120 ft., one target. Hit: 14 (2d8 + 5) piercing damage. The weapon's sound is inaudible past 20 feet.
Sniper Rifle (Rifle, Hunting. Suppressed). Ranged Weapon Attack: +13 to hit, range 80/240 ft., one target. Hit: 16 (2d10 + 5) piercing damage. The weapon's sound is inaudible past 30 feet.
If your campaign does not have firearms, use these ranged weapons instead:
Hand Crossbow. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 9 (1d6 + 5) piercing damage.
Light Crossbow. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 10 (1d8 + 5) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 11 (1d10 + 5) piercing damage.
Cunning Action. 47 can dash, disengage, or hide as a bonus action.
Steady Aim. 47 grants himself advantage on his next attack roll on his turn, but can only do so if he has moved 0 feet on his turn. After using this bonus action, 47's speed is reduced to 0 until the end of his current turn.
Uncanny Dodge. When 47 is hit by a weapon attack, he can use his reaction to halve the damage from that attack.
47 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. 47 regains spent legendary actions at the start of his turn.
Quick Step. 47 moves up to his speed without provoking opportunity attacks.
Detect. 47 makes a Wisdom (Perception) check.
Unarmed Strike. 47 makes one unarmed strike.
Ranged Attack (Costs 2 Actions). 47 makes one ranged weapon attack.
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