Insolent Howl, Tabaxi Assassin
Insolent Howl
STR
13 +1
DEX
21 +5
CON
17 +3
INT
14 +2
WIS
12 +1
CHA
16 +3
Psychic Knife
Insolent Howl Focuses the totality of her psychic power into a blad on the end of her fist. It shimmers and glows with a purple light.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
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 (1/Turn):
The assassin deals an extra 13 (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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Insolent Howl makes two melee attacks
Shadowblade
You weave together threads of shadow to create a sword of solidified gloom in your hand. It is considered magic and lasts througout the combat.
+11 to hit / 2d8+4 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).
In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
Dissonant Whispers
Insolent Howl whispers telepathically into the mind of one creature of her choice within range (30ft.), wracking it with terrible pain.
The target must make a Wisdom saving throw DC 15. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from her.
The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away.
Bonus Actions
Cunning Action
Use a bonus action to take Dash, Disengage, or Hide
Reactions
Uncanny Dodge - Attacker that she can see hits, she takes half damage.
Comments