Sneak Attack. Once per turn, you can deal an extra 30 (10d6) 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.
Evasion. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable talent. Whenever you make any skill check, you can treat a d20 roll of 9 or lower as a 10.
Elusive. Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.
Stroke of Luck. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or Long Rest.
Spellcasting. The VitaNocet is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The VitaNocet has following wizard spells prepared:
Cantrips (at will): Dancing Lights, Mage Hand, Minor Illusion, Shape Water, Toll the Dead
1st level (once per day): Faerie Fire
1st level (4 slots): Disguise Self, Distort Value, Longstrider, Silent Image
2nd level (once er day): Darkness
2nd level (3 slots): Invisibility, Mirror Image, Shadow Blade
3rd level (3 slots): Fly, Haste, Major Image
4th level (1 slots): Dimension Door, Greater Invisibility, Stone Shape
Mage Hand Legerdemain. You can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
Magic Ambush. If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Sharpshooter. Your ranged weapon attacks ignore half and three-quarters cover.
Piercer. Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Crossbow Expert. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Mobile. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Skulker. You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Athlete. When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Attack
Dagger. Melee Weapon Attack: +12 to hit, reach 5ft., range 60 ft., 1 target. Hit: 8 (1d4 + 6) piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Rapier. Melee Weapon Attack: +12 to hit, reach 5ft., 1 target. Hit: 10 (1d8 + 6) piercing damage.
Hand Crossbow. RangedWeapon Attack: +14 to hit, range 120 ft., 1 target. Hit: 9 (1d6 + 6) Piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Longbow. RangedWeapon Attack: +14 to hit, range 600 ft., 1 target. Hit: 10 (1d8 + 6) Piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Penalty attack
Hand Crossbow. RangedWeapon Attack: +9 to hit, range 120 ft., 1 target. Hit: 19 (1d6 + 16) Piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Longbow. RangedWeapon Attack: +9 to hit, range 600 ft., 1 target. Hit: 20 (1d8 + 16) Piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Dash. When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.
Disengage. If you take the Disengage action, your Movement doesn’t provoke Opportunity Attacks for the rest of the turn.
Hide. When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for Hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.
Steady Aim. You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Versatile Tickster. You can control hand casted by Mage Hand Cantrip. You can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Bonus attack. When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Hand Crossbow. RangedWeapon Attack: +14 to hit, range 120 ft., 1 target. Hit: 3 (1d6) Piercing damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Uncanny Dodge. 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.
Spell Thief. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier, DC 18. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest.
Description
Drow that **** everything what breath.







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