Assassinate. 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 DEX 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.
Disguise Self. (Recharge 5-6) Cast as an Action, DC 14 Investigation to spot.
Skulker. The assassin can attempt to hide even if they are only lightly obsucred. Should the Assassin attack from hiding and miss, their location is not revealed.
Sneak Attack (1/Turn). The deal an extra 18 (5d6) damage to the first qualfiying target it hits with a Weapon.
2x Dagger Multiattack. +7 to hit, Thrown Range 35ft.
Hit. 20 (3d10+3) piercing damage.
Crossbow. Ranged Weapon: +7 to hit, Range 120/480 ft.,
Hit. 36 (6d10+3) piercing damage.
Poisoner. As a Bonus Action, poison an object or weapon.
Creatures affected by this poison must make a DC 16 CON Save against the Poisoned condition and an additional 32 (9d6) poison damage on a failed save, or half as much damage and no conditions on a successful one.
Poison Effects. For every 6 under the DC 16 CON Save, apply one of the following effects until the creature succeeds three DC 14 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 7 (2d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 6 they are below the DC 14 save.
Disruption. The victim is deafened. Casters must make a DC 14 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 14 Arcana check to use Somatic components.
Cunning Action. The Swashbuckler can Dash, Disengage, or Hide as a Bonus Action.
Rake. The Swashbuckler has advantage on attacks against creatures if there are no other creatures are within 5 feet of them.
Skirmisher. If an enemy moves within 5ft of The Swashbuckler, they may use their reaction to move up to 15ft without provoking Opportunity Attacks.
Multiattack. The Swashbuckler makes one Sneak Attack or 3 Attacks with their Rapier or Pistol.
Rapier. Weapon Attack. +8 to hit.
Hit. 19 (3d8+5) Piercing damage.
Pistol. Weapon Attack. +3 to hit, Range 30/120
Hit. 46 (3d6+35) Piercing damage.
Sneak Attacker. In lieu of all extra attacks, the Swashbuckler may add 25 (7d6) to the damage of one of its weapon attacks.
Duelist. In lieu of one extra attack, the Swashbuckler can add 7 (1d12) to the damage of a weapon and force a save against one of the following conditions.
Disarm, DC 16 STR save. Failure by five or more and the Swashbuckler grabs the weapon.
Prone or Push. DC 16 DEX save, Failure to beat a 16 gets both.
Parry. Swashbuckler gains Disengage and adds 7 (1d12) to it's AC.
Distracting Strke. DC 16 WIS save. All attacks against victim have advantage until end of Swashbuckler's next turn. Failure to beat a 16 grants disadvantage on saves.
Taunt. DC 16 CHA save. Target cannot move beyond 10ft from the Swashbuckler until the end of their next turn.
Gut Punch. DC 16 CON save, or target is Poisoned until the end of the Swashbuckler's next turn.
===Reactions===
Mage Slayer. The Swashbuckler may make an Opportunity Attack (with sneak attack) if a creature casts a spell within 5ft of it. The creature must make a Concentration check vs the full damage for the spell to succeed in casting.
Mastermind. The Bard may Dodge, Disengage, Hide or Help as a Bonus Action.
Fortune from Many (Recharge 5-6). If the Bard fails a d20 test, it may add a bonus equal to the number of allies it can see.
3x Rapier or Xbow Multiattack Range 100/400. +10 to hit.
Hit. 12 (2d8+3) Piercing damage.
Inspiring Shout. L5 Special Spell. The Bard chooses one creature that can sense it, granting them 10 Temp HP at the start of each of its turns, has advantage on saving throws vs Magical Effects, and allows that creature to add +1d8 to any d20 test, ending the spell.The creature also adds +5 to the damage of all its Weapon and Spell attacks.
Hypnotic Pattern (Recharge 5-6). Concentration. Creatures within a 5ft cube must make a DC 18 WIS save or become charmed for 1 minute or until they take damage or are stirred as an action.
Spellcasting. The Valor Bard is a L11 spellcaster, and has prepared 16 Spells through CHATheir Spell Save DC is 18 and their Spell Attack mod is +10
Spell Points. 73
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O
Tail Whip. The Snake may grapple or shove a creature within 10ft as a Bonus Action if they fail a DC 16 STR Save. The snake has advantage on attacks against creatures it is grappling.
2x Longsword+1 Multiattack
Melee Weapon Attack: +9 to hit, reach 10 ft.,
Hit. 24 (4d8+6) piercing damage plus 9 (2d8) Fire Damage.
Fire Spit. Ranged Weapon Attack. Range 120 ft.
Hit. 44 (9d8+3), and the target must make a DC 14 CON Save or take an additional 9 (2d8) Fire Damage at the start of each of their turns. Any creature may end the effect by taking an action to extinguish the fire.
Death Burst.Fire Snakes worship a dragon, and have an amulet of dedication that requires a DC 16 check to find and another to remove. If the Snake is grappled or incapacitated the emblem may be removed as an action with a similar Athletics or Sleight of Hand check. If not removed, the snake will explode in a burst of fire on its first failed death save.
Each creature within 15 feet of it must make a DC 14 DEX Save, taking 25 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Creatures that fail the save by 5 or more take an additional 9 (2d8) Fire Damage at the start of each of their turns. Any creature may end the effect by taking an action to extinguish the fire.
Magic Resistance. The Druid has advantage on saving throws against spells and other magical effects.
Spellcasting. The Druid is a L14 spellcaster, and has prepared 20 Spells through WIS
Their Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 83
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O
2x Shilleagh MultiattackMelee Spell. +9 to hit.
Hit. 24 (4d8+6) Force damage.Draining Whip Ranged Spell Attack: +9 to hit, Range 30ft.
Hit. 28 (4d10+6) Necrotic damage, and the target is Grappled (Escape DC 17)
At the start of each turn, Grappled targets must succeed on a DC 17 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Druid for half as much.
Poisonous Gas L3 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 17 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 17 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 17 CON Save, apply one of the following effects until the creature succeeds three DC 17 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 17 save.
Disruption. The victim is deafened. Casters must make a DC 17 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 17 Arcana check to use Somatic components.