Sneak Attack. Once per turn, Renegade deals an extra 9 (3d6) damage when it 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 Renegade that isn't incapacitated and Renegade doesn't have disadvantage on the attack roll.
Deft Bulk. If Renegade is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Renegade instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Surprise Mate. During his first turn, Renegade has advantage on attack rolls against any creature that hasn't taken a turn. If Renegade scores an 18 or 19 against a surprised creature it is a critical hit.
Multiattack. Renegade makes two shortsword attacks. Or replace one strike with a crossbow shot every other turn.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 9 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 9 (3d6) poison damage on a failed save, or half as much damage on a successful one.
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