Lightfooted. The creature can take the Dash or Disengage action as a bonus action on each of its turns.
Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it
Sneak Attack. Once per turn, the creature 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 creature that isn't incapacitated and the creature doesn't have disadvantage on the attack roll.
Smoke Mask. The creatures can see 10 ft. into and out of non-magical smoke.
Spiked Footing. The creatures have 20 ft. climbing speed and can hold onto the walls and ceilings.
Multiattack. The creature makes two Shortsword attacks. Or two Gale Revolver Shots. Or three Improvised Attacks (when using it with any other they can only do one). Or throw one Gale Pipe Bomb for their full action. They may make a Shortsword or Improvised attack as a BA.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 21 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Gale Revolver. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 1 target. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 21 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Improvised Attacks. Melee Weapon Attack: +6 to hit, range 20/60 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage. If a improvised attack is successful the next attack is at advantage.
Gale Pipe Bomb. Ranged Weapon Attack: range 20/40 ft., AOE radius of 10 ft., 16 (3d8 + 3) thunder damage with a DC 14 DEX save or take half damage.
Smoke Grenade (2/2). As a bonus action, they can throw down a smoke grenade that lasts 1 minute that fills a 20 ft cube up to 60ft , two times a day
Description
Those who have honed their skills in the city, dart and dash around structures, making use of their surroundings to run around and distract their foes in order to get the advantage. They are adept at getting around the battlefield making use of slip ups by their opponents before parkouring back up to an advantageous position. They are adept in fighting in groups or alone. They tend to strike from the shadows using the ambush to get the upper hand, utilizing smoke and their athletic ability to strike from unorthodox positions. Utilizing poisons and other underhanded tactics, nothing is too low for them.
Comments