Rogue Retainers

Executioner

Medium humanoid (any), any
Armor Class: Light (AC 13)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

16 +3

DEX

18 +4

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

16 +3

Saving Throws: Dexterity, Intelligence
Skills: Deception, Investigation, Perception, Stealth
Senses: Same as base race.
Languages: Common, Native

3RD-LEVEL (3/DAY): Garrote. The executioner whips a serrated wire around an adjacent creature’s neck, dealing 10 (3d6) slashing damage on a hit. The creature must make a Dexterity saving throw or be restrained. At the start of the executioner’s turn, it automatically deals 3d6 slashing damage to the restrained creature. During its turn, the restrained creature can make a Strength (Athletics) or Dexterity (Acrobatics) check to break the grapple.   5TH-LEVEL (1/DAY): Dagger Storm. The executioner throws a barrage of shadowy daggers at all enemies within 10 feet. Targets must make a Dexterity saving throw or take 14 (4d6) piercing damage, or half as much damage on a successful one.   7TH-LEVEL (1/DAY): Final Strike. The executioner disappears in a cloud of shadow, reappearing behind a chosen enemy creature within 60 feet. The executioner makes two signature attacks, deali

Actions

SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

 

Guild Adept

Medium humanoid (any), any
Armor Class: Light (AC 13)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

16 +3

DEX

18 +4

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

16 +3

Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Arcana, Deception, Stealth
Senses: Same as base race.
Languages: Common, Native

3RD-LEVEL (3/DAY): Out of Phase. The guild adept casts blur on itself and its leader.   5TH-LEVEL (1/DAY): Who’s Side Are You On?! The guild adept picks two enemy creatures adjacent to each other within 30 feet. Each target must succeed on a Wisdom saving throw or immediately attack the other.   7TH-LEVEL (1/DAY): Vanish. The guild adept casts invisibility on itself or its leader. This spell lasts until the end of the target’s next turn.

Actions

SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

 

Cutpurse

Medium humanoid (any), any
Armor Class: Light (AC 13)
Hit Points: Health Levels equal to their level.
Speed: 30 ft

STR

16 +3

DEX

18 +4

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

16 +3

Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception, Sleight of Hand, Stealth
Senses: Same as base race.
Languages: Common, Native

3RD-LEVEL (1/DAY): Low Blow. Using its signature attack, the cutpurse attacks a weak point on an enemy creature, causing it to fall prone. The target must succeed on a Constitution saving throw or suffer disadvantage on all attacks it makes until the end of its next turn.   5TH-LEVEL (1/DAY): Flash Powder. The cutpurse throws a satchel of powder at a point it can see within 60 feet, and it explodes in a blinding flash. Each creature within 5 feet of the flash must make a Constitution saving throw or be blinded. At the end of each of its following turns, a blinded creature can repeat this saving throw. On a success, the creature is no longer blinded.   7TH-LEVEL (1/DAY): Smoke Bomb. The cutpurse throws a smoke bomb at a point it can see within 30 feet, and it explodes in a choking cloud with a 20-foot radius. Any creature that enters the cloud or starts its turn there must make a Constitution saving throw. On a failed save, it takes 16 (3d10) poison damage, or half as much damage on a successful one. The smoke spreads around corners, and the area is heavily obscured. This effect lasts for 1 minute.

Actions

SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

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