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.
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 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.
ShadowJaunt. The Eshowe Assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
Shadow Weapon. The Eshowe weapons are endowed with shadow spirits, which allows them to strike at an individuals shadow and do damage to them (AC10). Without physically having to touch the individuals with the weapon. A weapon that has been strike with scared fire, removes the spirits. Weapon has 3 charges, and requires a short rest to regain a charge. Or a long rest to full.
Gift of Shar: With Eshowdow return, Shar came forth and offered a gift to Eshowdow. Who placed it within the Eshowe warriors. A gift to improve their chance of defeating Eshowdow enemies. A turn after their death, the Tattooing and Scarring that Eshowdow gave them to be able to shadow teleport, now will explored into black flames filling a 10 ft rad. These flames do 2d6 necrotic damage, on a failed Dex save.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
It is said that the Eshowe freed Eshowdow, to destroy their enemies in Merzo. But in truth they also made a pact with Eshowdow for power. This granted them access to the unknown shadows of Chults, and away from Ubtao gaze. The enchanted tattoo's allow them to move through shadows, and to now assault their enemies from and with the shadows.
Previous Versions
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