Spellcasting. The Arcane Piper is a 1-level spellcaster. Its spellcasting ability is Int (spell save DC 13, +5 to hit with spell attacks). The Arcane Piper has following Wizard spells prepared:
Cantrips (at will): Mage Hand, Mind Sliver, Minor Illusion
1st level (2 slots): Catapult, Hideous Laughter, Sleep
Sneak Attack. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Pipe of the Sewer. The Arcane Piper has the Pipe of the Sewer attuned
Playing the Pipes. You play the Pipe of the Sewer for your action.
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., 1 target. Hit: 5 (1d4 + 3) Slashing or Piercing damage.
Thrown Dagger. Ranged Weapon Attack: +5 to hit, range 20/60ft., 1 target. Hit: 5 (1d4 + 3) Piercing damage.
Call the Swarm. If The Arcane Piper used the pipes as an action, it can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge. The Arcane Piper has 3 charges per day.
Cunning Action. The Arcane Piper can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Opportunity Attack. when a hostile creature that The Piper can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
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