Last Resort. Once, the Rogue can use an action to blow a powder hidden up his sleeve to a target within 5 feet. The target must succeed a 16 DC Constitution saving throw or be [Tooltip Not Found] until the beginning of the Rogues next round.
Cunning Action. The Rogue can use a bonus action on each of your to take the Dash, Disengage, or [Tooltip Not Found].
Invisibility (1/Day). The Rogue can become invisible outside of combat.
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.
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: +5 (1d4+3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Toxic Hand Crossbow. Ranged Weapon Attack: +7 to hit, reach 30/120ft., one target. Hit: 7 (1d6+4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the ends of the target's next turn.
Skirmisher. The Veteran Rogue is difficult to pin down during a fight. She can move up to half her speed as a reaction when an enemy ends its turn within 5 feet of her. This movement doesn’t provoke opportunity attacks.
Description
Being light on his feet, the rogue has developed its movement and honed its ranged attacks. He will try to keep its foes at bay will harrowing them with poisoned darts looking to get the advantage for sneak attack damage.
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