Sneak Attack. Once per turn, the assassin deals an extra 7 (2d6) 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.
Breezy Nimbleness. Attacks of opportunity against the assassin have disadvantage
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Spellcasting. The assassin casts one of the following spells, using intelligence as its spellcasting modifier (Spell save DC 15):
At will: fire bolt, gust, minor illusion
3/day each: blur, dust devil, gust of wind
2/day each: fireball, phantom steed
1/day: investiture of wind, scatter
Sandy Step (Recharge 3-6). The assassin teleports to an unnocupied location it can see within 30 feet, leavind behond a cloud of soot and sand. All creatures within 5 feet of its previous location must succeed on a DC 12 Constitution saving throw or become blinded until the end of their next turn.
Soft Landing. If the assassin takes fall damage, it can use its reaction to reduce the damage by up to 15.
Description
The Order of Black Sands is a group of skilled assassins and operatives dedicated to combating corruption in government.
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