| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 20 | +5 | +11 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +9 |
| WIS | 12 | +1 | +7 |
| CHA | 12 | +1 | +7 |
Fey Ancestry
She has Advantage on saving throws she makes to avoid or end the Charmed condition.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Spells:
Cantrip (At Will): True Strike.
1st-Level: Cloak of Shadow (1/day), Detect Magic (1/day).
2nd-Level: Invisibility (1/day), Misty Step (1/day)
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 save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Skulker
Blindsight. You have Blindsight with a range of 10 ft.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
Sharpshooter
Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Ability Score Increase. Increase your Dex. or Int. by 1. '
Poisoner
Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
Brew Poison. You gain proficiency with the Poisoner’s Kit. With 1 hour of work and expending 50 GP, you can create 6 doses of poison. As a Bonus Action, you can apply a poison dose to a weapon or a piece of ammunition. Once applied, the poison remains potent for 1 minute or until you deal damage with it. When a creature takes damage from the poisoned item, it must succeed on a Con. saving throw or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
Shortsword +1. Melee Attack Roll: +12, reach 5 ft. Hit: 9 (1d6 + 6) Piercing damage plus 8 (2d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.
Shortbow. Ranged Attack Roll: +11, range 80/320 ft. Hit: 8 (1d6 + 5) Piercing damage plus 8 (2d6) Poison damage.
Dagger. Melee Attack Roll: +11, reach 5 ft. range 20/60 ft. Hit: 7 (1d4 + 5) Piercing damage plus 8 (2d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.
Nick (Dagger). When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Unarmed Strike. Melee Attack Roll: +7, reach 5 ft. Hit: 2 Bludgeoning damage. You make a melee attack that involves using your body to deal one of the following effects:
Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.
Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.
Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition.
Sneak Attack. Melee Attack Roll: Hit: 9d6 (9d6) Sneak Attack damage. Once per turn you can deal an extra 9d6 damage to one creature you hit with an attack if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack if at least one of your allies is within 5 ft. of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
Sneak Attack: Assassinate
During the first round of each combat, you have Advantage on attacks against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes an additional 17 damage of the weapon’s type.
Sneak Attack: Daze (Cost: 2d6)
The target must succeed on a DC 19 Con. saving throw, or on its next turn, it can only do one of the following: move, take an action, or take a Bonus Action.
Sneak Attack: Death Strike
When you hit with Sneak Attack on the first round of combat, the target must succeed on a DC 19 Con. saving throw, or the attack’s damage is doubled.
Sneak Attack: Knock Out (Cost: 6d6)
The target must succeed on a DC 19 Con. saving throw, or it has the Unconscious condition for 1 minute or until it takes damage. The Unconscious target repeats the save at the end of its turns, ending the effect on itself on a success.
Sneak Attack: Obscure (Cost: 3d6)
The target must succeed on a DC 19 Dex. saving throw, or it has the Blinded condition until the end of its next turn.
Sneak Attack: Poison (Cost: 1d6)
You add a toxin to your strike, forcing the target to make a DC 19 Con. saving throw. On a failed save, the target has the Poisoned condition for 1 minute, and at the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. You must have a Poisoner’s Kit on your person to use this effect.
Sneak Attack: Poison (Envenom)
When you use the Poison option of Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw, which ignores Resistance to Poison damage.
Sneak Attack: Trip (Cost: 1d6)
If the target is Large or smaller, it must succeed on a DC 19 Dex. saving throw or have the Prone condition.
Sneak Attack: Withdraw (Cost: 1d6)
Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Cunning Strike
When you deal Sneak Attack damage you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.
• Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a DC 19 Con. saving throw. On a failed save, the target has the Poisoned condition for 1 minute, and at the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. You must have a Poisoner’s Kit on your person to use this effect.
• Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a DC 19 Dex. saving throw or have the Prone condition.
• Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Masterful Mimicry (1 Hour)
You can unerringly mimic another person’s speech, handwriting, or both if you’ve spent at least 1 hour studying them.
Poisoner: Brew Poison (1 Hour)
With 1 hour of work and expending 50 GP, you can create 6 doses of poison.
Actions in Combat
Two-Weapon Fighting
Spells
Cloak of Shadow(1st), Misty Step (2nd)
Cunning Action.
The assassin takes the Dash, Disengage, or Hide action.
Poisoner: Apply Poison
You can apply a poison dose to a weapon or a piece of ammunition. Once applied, the poison remains potent for 1 minute or until you deal damage with it.
Steady Aim
You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn.
Steady Aim: Roving Aim
Your Speed isn’t reduced to 0 by using Steady Aim.
Actions in Combat
Opportunity Attack
Uncanny Dodge
When an attacker she can see hits her with an attack, she can take a Reaction to halve the attack’s damage against you (round down).
Description
"For a port city in the Wild Coast, Safeton is quite unusual. I mean, yes, there's crime, cons, and shenanigans happening, but within it's walls, Safeton is quite safe. You mess around, you find out quite quickly. The authorities are quite swift and dilligent to ensure that tourists, merchants, and locals are relatively safe, businesses are mostly undisturbed, and money keeps flowing. However, things change abruptly once you leave city limits, you're fair game. It's not that some "lost" merchandise might not find it's way to a dodgy shop nor that the odd miscreant or mark might find their odd demise. Some people do try to mess around and try to get away. They find out the errors of their ways rather quickly. If you know the right - or wrong kind of - people, and the price is right, maybe someone might give you a strange kind of token: a black leaf". - Nuala Seaborn, pirate privateer.
Blackleaf leads the Thieves Guild of Safeton, a port in the Wild Coast on the World of Greyhawk. The powers that be long decided that Safeton would be a sort of haven in the region, and she is quite happy not to rock the boat. She's happy to oblige and keep troubles in the city and port at a minimum. However, once outside city limits all is fair gamne. Running the guild as well as running her businesses in the city (a gaming hall, a store, among them, gotta keep those money streams coming to gain and maintain power, information, and influence) keeps her quite busy. She also keeps her fingers in many illegal pies in the city up and including smuggling and trafficking. She's originally from Celene and was trained as a Thorn (assassin) for the elven court, so she occasionally sends and receives info to the court and might take the occasional bit of 'work' sent her way. Just don't mess with her. You do not want to find out.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/11/2025 5:34:35 PM
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34
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1
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1.0
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Coming Soon
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