Cunning Action. On each of his turns, Wellby can use a bonus action to use his Thieves tools to disarm a trap or pick a lock, or to take the Dash, Disengage, [Tooltip Not Found], or Hide action, or to make a Dextarity (Sleight of Hand) check.
Evasion. If Wellby is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Wellby instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Supreme Sneak. Wellby has advantage on any Dexterity (Stealth) check if he moves no more than half his speed on the same turn.
Sneak Attack (1/Turn). Wellby deals an extra 18 (5d6) damage when he 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 Wellby's that isn’t incapacitated and Wellby doesn’t have disadvantage on the attack roll.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Uncanny Dodge. When an attacker that Wellby can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
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