Cunning Action. Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide.
Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Sneak Attack. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. This damage is already added in the damage of weapons.
Fast Hands. You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work. You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Wren. Melee Weapon Attack: +8 to hit, reach 5 ft., 20/60 ft. thrown, one target. Hit: 7 (1d4 + 5) piercing damage plus 10 (3d6) sneak attack damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) sneak attack damage.
Ethereal Connection. The Wren always knows the location of The Nightingale. The wielder of The Wren can teleport directly to The Nightingale.
Previous Versions
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2/16/2021 9:19:56 PM
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9
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2
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1.0
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Coming Soon
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