Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Wound Poison. After hitting an enemy with a weapon attack you can choose to gravely wound them. An enemy with a gravely wound can not benefit from healing by any means. Last until the end of your next turn.
Sneak Attack. Once per turn, the assassin deals an extra 11 (3d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The assassin makes two dagger attacks one with each dagger.
Poison Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 20 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Serrated Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (3d4 + 3) piercing damage, and the target now has half movement speed until the end of their turn.
Assassins Mobility
You can take the Disengage, Dash or Hide action as a bonus action on each of your turns.
Description
Trained in the use of exotic daggers, assassins are remorseless killers who work for the vulture, although they are rarely seen but their work speaks for themselves.
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