Sneak Attack
Once per turn, the Rogue deals an extra 17 (5d6) 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 Rogue doesn't have disadvantage on the attack roll.
Cunning Action
your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Evasion
you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Assassinate
you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Multiattack. The Rogue can attack twice with its weapon.
Crossbow. Ranged Weapon Attack: +8 to hit, reach 30/120 ft., one target. Hit: 11 (1d6 + 5) piercing damage.
Combat Knife. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Cunning Action
The Rogue can take a bonus action on each of its turns to take the Dash, Disengage, or Hide action.
Steady Aim
As a bonus action, the Rogue can give itself advantage on its next attack roll on the current turn. It can use this bonus action only if it hasn’t moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn.
Uncanny Dodge
when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Description
Baby Harp Seal wearing a little hood and bandana with two little combat daggers.
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