| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +5 |
| DEX | 16 | +3 | +10 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +4 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
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.
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.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) Sneak Attack 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[roll]4d6[/roll] and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The assassin makes two revolver attacks.
revolver. +6 to hit ranged attack range 50ft 4d10 piercing damage action may be used up to six times per re-load[roll]4d10[/roll]
re-load. the gunman reloads there gun.
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
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