Lucky. When the halfling rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
Brave. The halfling has advantage on saving throws against being frightened.
Halfling Nimbleness. The halfling can move through the space of any creature that is of a size larger than hers.
Sneak Attack (1/Turn). The halfling deals an extra 3 (1d6) damage when she 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 halfling that isn't incapacitated and the halfling doesn't have disadvantage on the attack roll.
Assassinate. The halfling has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit the halfling scores against a surprised creature is a critical hit.
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.
Poison Vial. As an action, the halfling can apply poison to one weapon. The next creature hit by that weapon must make a DC 11 Constitution saving throw or take 2d6 poison damage.
Cunning Action. On each of her turns, Mira can use a bonus action to take the Dash, Disengage, or Hide action.
Opportunity Attack. When a hostile creature that the Assassin can see moves out of their reach, the assassin can use their reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves the assassin's reach
Description
The Assassin moves with a graceful agility, her steps quick and silent. They typically dress in muted colors - grays and deep blues - that help them blend into the shadows of Sharn's lower wards. A well-worn leather jacket, adorned with hidden pockets, is their constant companion.
Despite their youthful appearance, there's a hardness in the assassin's eyes that speaks of a difficult life on Sharn's streets. Their hands, though small, are calloused from countless hours of practice with blades and crossbows. A small, barely noticeable pin on their lapel bears the insignia of the Boromar Clan - a symbol of their newfound "family" and the dangerous world they now inhabit.
Equipment: Leather armor, shortsword, light crossbow with 20 bolts, thieves' tools, 2 vials of basic poison, a Boromar Clan insignia, a pouch with 15 gp.
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