Sneak Attack (1/Turn). The assassin initiate 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 initiate that isn't incapacitated and the assassin initiate doesn't have disadvantage on the attack roll.
Evasion. If the assassin initiate is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin initiate instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The assassin initiate makes two melee 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.
Uncanny Dodge. When an attacker that the assassin initiate can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
Comments