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 144 (10d20 + 22) 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: +16 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 13) 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: +16 to hit, range 80/320 ft., one target. Hit: 17 (2d8 + 10) 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.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Athrela was especially skilled in these arts from a young age, and she quickly rose through the ranks of the Guild of Shadows. When she had been a part of the Guild for less than a year, she had risen to second in command already. One especially dark night, Athrela slayed her master, taking control of the Guild for herself and making rise to infamy. Under her reign, 4 kings and 2 emporers had met their demise by one of her assassins. Now, she looks for a Successor to take her place and learn her skills.
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