Action Surge (1/short rest). On her turn, Anne can take an additional action on top of her regular action and a possible bonus action.
Cunning Action (1/turn). Anne can use a bonus action to take the Dash, Disengage, Hide, Use Object action, to make a Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.
Excellent Aim (3/short rest). Anne can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of her turn, ranged attacks that Anne makes against the target deal an extra 4 damage.
Second-Story Work. Climbing does not cost Anne extra movement. When she makes a running jump, the distance she covers increases by 4 feet.
Second Wind (1/short rest). On her turn, Anne can use a bonus action to regain 1d10+5 hit points. Sneak Attack (1/turn). Anne deals an extra 10 (3d6) damage when she 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 Anne’s that isn’t incapacitated and Anne doesn’t have disadvantage on the attack roll.
Extra Attack. Anne attacks twice when she takes the Attack action.
Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Pistol (4). Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 9 (1d10+4) piercing damage.
Uncanny Dodge. When an attacker Anne can see hits her with an attack, Anne can use her reaction to halve the attack’s damage against her.
Description
Mobility. Anne can Dash through difficult terrain without requiring additional movement. Whenever she makes an attack against a creature, she doesn’t provoke opportunity attacks from that creature until the end of her turn.
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