Medium Any race, Assassin, Any Non-good
Sneak Attack. Once per turn, the assassin deals an extra 2d6 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. Assassinate. Has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit scored against a creature that is surprised is a critical hit. Uncanny Dodge. When an attacker the assassin can see hits them with an attack, the assassin can use their reaction to halve the attack’s damage against them.
Dwemer Dagger (2). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 5) piercing damage. Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one target. Hit: 1 piercing damage and a creature must succeed a DC 13 Constitution saving throw or take 2d6 poison damage and and be Poisoned (condition) until the end of its next turn.
Two-Weapon Fighting. The assassin can make an attack with their off-hand and can add their dexterity modifier to the damage. Cunning Action. This bonus action can be used only to take the Dash, Disengage, or Hide action.