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 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Volley. Once a day, the hunter can make an attack action against everyone in a 10ft. radius from a specific point.
Traps. If the hunter takes an hour to make a trap, he can choose a target and mark them. When within 30ft. of the trap, they must succeed on a DC 18 Dex. save or fall into a 30ft. trap taking 3D6 bludgeoning damage.
Darkness Bender. When he is in dim light or darkness, he can use his bonus action to become invisible. He returns visible when he uses his action to attack or dash.
Sharpshooter. He doesn't have disadvantage on ranged attacks from 600ft. and he ignores half and three-fourths cover.
Poisoner. His poison ignores immunities and resistances. This is because the poison is from millions of years ago.
Tracker. At dawn, he can mark a person that he has seen before and he has advantage on all checks to track them and he ignores magical effects that prevent tracking. He has advantage on all attack rolls against you, deals an extra 1D6 piercing damage, and has advantage on all perception checks to find you. He can only mark one person at a time.
Multiattack. The assassin makes three longbow attacks or three 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.
Longbow. Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit: 7 (2d8 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Backstab (3 uses per long rest). He can teleport behind someone within 80ft. and use the attack action with a shortsword. The attack has advantage and a +5 to hit aside from other bonuses. If he hits, he automatically crits and deals sneak attack damage. When he deals the damage, he teleports to his original position and doesn't provoke opportunity attacks.
Description
Trained in the use of poison, hunters are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. They have expertise in trapping, surprising, and hunting. They are able to use their instincts to track you.
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