Helpful. You are adept at giving well-timed assistance; you can take the Help action as a bonus action.
Cunning Action. Your agility allows you to act speedily. On your turn in combat, you can take the Dash, Disengage, or Hide action as a bonus action.
Coordinated Strike. You are adept at fighting in concert with a companion. When you use your Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from you, and you can deal an extra 2d6 damage to it the next time you hit it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.
Evasion. Because of extraordinary good luck, you are skilled at avoiding danger. When the you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead takes no damage if you succeed on the saving throw, and only half damage if you failed. You do not benefit from this feature while Incapacitated.
Extra Attack. You can attack twice, instead of once, whenever you take the attack action on you turn.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 4) piercing damage.
Previous Versions
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11/19/2020 2:36:52 AM
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15
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1
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1.0
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Coming Soon
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