Gnome Cunning. Zander has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist. Zander can cast minor illusion. Intelligence is his spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, Zander can communicate simple ideas with Small or smaller beasts.
Sneak Attack. Once per turn, Zander can deal an extra 2d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Zander doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll.
Cunning Action. Zander can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Assassinate. Zander is at his deadliest when he gets the drop on his enemies. Zander has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d6 + 3) piercing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d4 + 3) piercing damage. The first time this dagger hits a target, it deals and additional 2d4 poison damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d4 + 3) piercing damage. The first time this dagger hits a target, it deals and additional 2d4 poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: (1d6 + 3) piercing damage.
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