Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18 or 20 on the d20.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails, but it must use the new result.
Evasion. When the expert is not incapacitated and subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed.
Reliable Talent. Whenever the expert makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.
Tools. The expert has Thieves' Tools and a musical instrument.
Special Equipment Ring of Dexterous Strength, Belt of Dwarvenkind, Gauntlets of Dexterity
Studded Leather, +1 Amulet of Natural Armor Gloves of Thievery
Shortsword, +1
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.
Sneak Attack. Once per turn, the assassin deals an extra 35 (10d6) 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.
Ring of Dexterous Strength When you wear this ring, you may add both your Dexterity and Strength modifiers to the damage rolls of melee weapon attacks. In addition, any one-handed weapon that does not have the versatile property is considered to have the finesse property if you wield in the hand on which you wear this ring.
Multiattack. Boofus can attack three times,
+1 Shortsword. Melee Weapon Attack: +17to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) 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: +6 to hit, range 80/320 ft., one target. Hit: 10(1d8 + 6) 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
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