Assassinate. During its first turn, the agent has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the agent scores against a surprised creature is a critical hit.
Evasion. If the agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the agent instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the agent 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 agent that isn't incapacitated and the agent doesn't have disadvantage on the attack roll.
Multiattack. The agent 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.
Description
The Brotherhood of the Penitent is a secret organization, spoken of only in hushed whispers. Employed by the monarchy of Solaris, they act as a secret police, extending the kingdoms reaches behind the scenes.
Previous Versions
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11/21/2021 8:01:35 AM
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11
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1
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Coming Soon
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