Grave-touched Audacity. Shoni has a +7 to initiative rolls.
Sneak Attack (1/Turn). Shoni deals an extra 3d6 poison 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 Shoni who isn't incapacitated and Shoni doesn't have disadvantage on the attack roll, or...
- if Shoni is within 5 feet of her target, no other creatures are within 5 feet of her, and she doesn't have disadvantage on the attack roll.
Putrescent Form. 1/day. Shoni can cast Stinking Cloud (Save DC 13) as part of a Hide action.
Artful Multiattack. Shoni makes two weapon attacks when she takes the attack action. During her turn, if she makes a melee attack against a creature, that creature can't make opportunity attacks against her for the rest of her turn. Shoni carries 8 daggers on her, 4 of which she can poison as part of a long rest. Once Shoni hits a creature with a poison dagger, that dagger is no longer poisoned. Shoni can choose to attack herself with a weapon to make that weapon poisoned.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 1d4+3 piercing damage.
Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 1d4+3 piercing damage. When hit with a poison dagger, a creature must make a DC 15 Constitution save or take an additional 1d4 poison damage and become poisoned for the next minute. On a success, the creature takes half the poison damage and does not become poisoned. The poison damage only occurs on the initial saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Instinctual Action. Shoni can use her bonus action to take the Dash, Disengage, or Hide action.
Unliving Dodge. When an attacker that Shoni can see hits her with an attack, she can use her reaction to halve the attack's damage against her.






