Assassinate. Wick has advantage on attack rolls against any creature that hasn't taken a turn in combat. Any hit Wick scores against a surprised creature is a critical hit.
Cunning Action. Wick can take the dash, disengage, and hide actions as a bonus action.
Evasion. If Wick is subjected to an effect that allows him to make a dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage he it fails.
Skirmisher. When Wick makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of his turn. Wick can also move up to his speed as a reaction when an enemy ends its turn within 5ft of him. This movement doesn’t provoke opportunity attacks.
Sneak Attack. Once per turn, Wick deals an additional 4d6 damage when he 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 Wick's that isn't incapacitated and Wick doesn't have disadvantage on the attack roll.
Action Surge. (1/short rest) Wick takes an additional action.
Multiattack. Wick makes 5 attacks with his silver dagger, or 2 attacks with his silver crossbow.
Silver Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (1d4 + 6) piercing damage.
Silver Crossbow. Ranged Weapon Attack: +10 to hit, range 120ft., one target. Hit: (1d6 + 6) piercing damage, and the target must make a constitution saving throw (DC 17) or take 7d6 poison damage.
Second Wind. (1/short rest) Wick regains 20 hit points.
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