Assassin [SRD5 OGL] [1] [2] [3]
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Medium Humanoid (Any Race), Any Alignment
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Armor Class: 15 (studded leather)
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Hit Points: 78 (23d8+24)
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Speed: 30 ft.
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Saving Throws: Dex +6, Int +3
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Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9
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Damage Resistances: poison
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Senses: passive Perception 13
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Languages: Thieves' Cant plus any two languages
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Habitat: Urban
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Challenge: 8 (3,900 xp)Proficiency Bonus (PB): +3
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Features
Assassinate. During the 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) 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.
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one creature. Hit: 7 (1d4+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one.
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Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Sources[edit]
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Open Game Content
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