Conspirator

Medium humanoid, any alignment

Armor Class 14 (leather armor)
Hit Points 11 (2d8+2)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 16 (+)

Skills Deception +5, Insight +4, Perception +3, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 13
Languages Greek, Latin (or any two)
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Pack Tactics The conspirator has advantage on attack rolls against a creature if at least one of the conspirator’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Surprise Attack If the conspirator surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 5 (2d4) damage from the attack.

ACTIONS

  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

ABOUT

Politics in the world of antiquity can be a dangerous game, with none understanding this truth better than the conspirators working to remove any and all opposition on their road to power. Though plotters and schemers can be found in every major city in the known world, the conspirators of Rome have elevated their craft to an artform, influencing policy and the fate of empires on the point of a knife.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

This is not the complete section 15 entry - see the full license for this page