Assassinate. During its first turn, the Assassin has advantage on attack rolls against any creature that hasn't taken a turn.
Evasive Footwork: Assassin doesn't provoke opportunity attacks. When targeted by a spell which requires to make a dexterity saving throw, on a failed save takes half damage, on a successful save takes no damage.
Parting Silk: Assassin can use her action to attack with her rapier. Attacks with rapier have + 3 to attack and deal 1/2/3d8 piercing damage. Attacks with rapier inflinct daze. While dazed, creature becomes prone and can't use it's movement to stand up and has disadvantage on all attacks. Daze condition dissapears when Assassin is killed, after 2 rounds or when ally of the creature uses its free action to remove daze.
Bending Reed: After a successful Parting Silk attack, Assassin gains additional 15 ft of movement.
Harbor Wave: Assassin can create a 5 ft. line of psionic energy and launch it at the enemy. Wave goes for 60 ft. after which dissapears. Any creature in wave's path must make a DC 13/14/15 dexterity or constitution saving throw. On a failed save, creature takes 2/3/4d8 damage and is dazed. On a successful save it takes half damage and is not dazed.
Captain of the Guard: As a bonus action, Assassin can summon two guards in unoccupied space within 30 ft. of it.
Vanishing Wind: As a reaction, when targeted by a ranged attack or spell, Assassin can become invisible and move up to half of its normal speed. Assassin can use this two times per day.
Description
An Assassin that have been chosen by a creature known as an Elder. One of three Chosen of the Elder. Assassin is trained in melee combat and stealth.
Previous Versions
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12/18/2022 1:31:33 PM
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Coming Soon
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