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You've learned to read the rhythm of a fight and strike exactly when it counts, letting the battle come to you instead of the other way around.

Ability Score Increase. Increase your Dexterity or Wisdom by 1, to a maximum of 20.

Seize the Moment. When you roll Initiative, you can choose to delay your turn instead of acting on your Initiative count. At any point in the round after your Initiative count, including during another creature's turn, you can declare that you are taking your turn. Your turn begins as soon as the current creature finishes its turn. You can use your action, bonus action, and movement as normal, and using this feature doesn't cost you your Reaction. If you don't declare your turn before the round ends, you act at Initiative count 0, before the round ends.

 

You can use this feature once. You regain the ability to use it when you finish a Short or Long Rest.

Perfect Timing. If you take a turn triggered by Seize the Moment, you have Advantage on the first attack roll you make on that turn. If that attack hits, it deals an extra 1d6 damage of the weapon's or spell's damage type.

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2026 3:02:27 PM
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