Cunning Action. The assassin can take a bonus action to Dash, Disengage, or Hide on each of his turns.
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 14 (4d6) 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.
Poisoner. The assassin's weapons are coated with poison. Any target hit by a melee weapon attack must make a DC 15 Constitution saving throw or take 14 (4d6) poison damage.
Multiattack. The assassin makes two melee weapon attacks or two ranged weapon attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) peircing damage, plus 14 (4d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 7 (2d6) poison damage.
Garrote (Recharges after a short or long rest). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained, can’t speak or breathe, and takes 7 (1d6 + 4) bludgeoning damage at the start of each of the assassin's turns.
Uncanny Dodge. When an attacker that Trovax can see hits him with an attack, he can use his reaction to halve the attack’s damage.
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