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.
Sneak Attack. Once per turn, the assassin deals an extra 7 (2d6) 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.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 ft. of you.
Multiattack. The assassin 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 12 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Vicious Dagger
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
1d4+4 +9 to attack
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you if it can see or hear you.
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
When you are targeted by an attack while a creature within 5 ft. is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
As an action, you become immune to acid damage for 1 minute. Once you use this trait, you can’t do so again until you finish a long rest.
Extra attack: Make an extra attack - 1 Charge
Cunning Move: Make a move of up to 30 feet that doesn’t trigger attacks of opportunity - 1 Charge
Smoke Bomb - Drop a smoke bomb, creating a 30 foot area of Heavy obscurement - 2 Charges
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Lair and Lair Actions
- 1 Action per turn, usually choosing an action from a list of 3 or 4 options.
- Always goes on Initiative count 20, always losing in the instance of a tie.
Hidden weapon: Reveal a weapon that has been concealed in the penthouse somewhere. An enemy in the room can make an attack with the revealed weapon:
- Fire bomb (2d6 fire damage, 10ft square, dex save)
- Acid flask (2d6 acid damage, 10ft square, con save)
- Poisoned throwing daggers (1d4 piercing, 2d8 poison damage, attack Vs AC)
- Flash-bang flask (Dex save, blinded for 1 round if failed, 20ft square)
Hidden trapdoors: a 10x10 trap door opens, any standing on the door have to make a dex save or be dropped down a hidden slide. At the start of their turn, they will need to pass an athletics/acrobatics check to steady themselves or be ejected out of the building.
Previous Versions
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7/21/2022 2:52:03 PM
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