Assassin's Discipline. Through rigorous training of the art of killing, the assassin has improved their ability to go for vital parts of their target. Weapons the assassin is proficient with do two extra dice of damage of their respective weapon.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (3d6 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (3d8 + 3) piercing damage.
Poison Coated Edge. (3/day) The assassin can coat a weapon with poison to take into effect on the next successful hit. On a hit, the target must make a D.C. 15 Constitution saving throw or be poisoned for 1 hour and take 24 (7d6) poison damage.
Nimble Escape. The assassin can take the Disengage, Dodge or Hide action as a bonus action on each of its turns.
Smoke Pellet. The assassin can throw a pellet on the floor to create a 20' sphere of smoke making the area it covers Heavily obscured. A pellet can be thrown up to 30' away.
Uncanny Dodge. The assassin halves the damage that it takes from an attack that hits it, provided it can see the attacker.
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