Assassinate. During the Apprentice Assassin's first turn any creature it hits that is surprised is a critical hit. Any attack it makes on its' first turn against creatures that haven't taken their turn yet is rolled with advantage.
Sneak Attack. once per turn the Apprentice Assassin deals an extra d6 of damage on opponents it has advantage on or if it is within 5 ft of an ally.
Evasive. If the Apprentice Assassin is forced to make a Dex. save it will roll with advantage on the save.
Multiattack. The assassin makes two attacks, one with a shortsword and one with a light crossbow.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Piercing damage, and the target must make a DC 14 constitution saving throw, taking
15 (5d6) poison damage on a failed save, or half as much on a successful save.
Light Crossbow. RangedWeapon Attack: +8 to hit, range 80/320 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, the target must make a DC 14 constitution saving throw, taking 15 (5d6) poison damage on a failed save, or half as much on a successful save.
Description
Apprentice Assassins are trained in the use of poison but aren't completely proficient with them. Despite this they are still a deadly foe and could take out an expecting traveler with one arrow tainted with poison.
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Posted Jun 4, 2019Before anyone yells at me over the grammatical error, autocorrect popped in and the description is supposed to be as follows:
"Apprentice Assassins are trained in the use of poison but aren't completely proficient with them. Despite this they are still a deadly foe and could take out an unsuspecting traveler with one arrow tainted with poison"