Fey Ancestry. Belladonna has advantage on saving throws against being charmed, and magic can't put her to sleep.
Called Shot. When Belladonna makes a ranged weapon attack, she can choose to take a -5 penalty to her attack roll to make one of the following called shots:
- Concussive Shot. The shot rings out with a loud bang. A creature hit with this shot has disadvantage on concentration checks made in reaction to this attack.
- Piercing Shot. On a hit, a creature standing directly behind and within 5 ft of the target also takes the damage
- Winging Shot. On a hit to a flying creature, that creature is knocked from the sky and immediately falls up to 60 ft.
- Mage Blight Shot. Belladonna maims the hand of a target. On a hit, the target cannot cast spells that require somatic components until they regain any hit points.
Spell Casting. Belladonna can cast the following spells 1/day each: Invisibility, Pass Without Trace, Silence.
Multi Attack. Belladonna makes three attacks with her Rifle or Sniper Shot.
Rifle. Ranged Weapon Attack: +12 to hit, range 300/1200 ft., 1 target. Hit: 17(2d10 + 6) piercing damage.
Sniper Shot. RangedWeapon Attack: +12 to hit, range 300/1200 ft., 1 target. Hit: 37 (2d10 + 26) piercing damage. Belladonna cannot move or use a Bonus Action when taking a Sniper Shot. If she has already moved or taken a Bonus Action on her turn, she cannot use her Sniper Shot.
Short sword. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 10(1d6 + 6) piercing damage.
Cunning Action. Belladonna can take the Dash, Disengage, or Hide action as a bonus action.
Tuck and Roll. When taking fall damage, Belladonna can use her reaction to takes half as much damage from the triggering damage.
Belladonna can take 3 legendary actions per round.
Rifle (Costs 1 Action). Belladonna makes an attack with her rifle.
Smoke Bomb (Costs 2 Actions). Belladonna drops a smoke bomb that heavily obscures an area in a 10 ft radius centered on herself. She can then move up to half her movement.
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