Legendary Resistance (3/Day). If the Master Thief fails a saving throw, he can choose to succeed instead.
Evasion. If the Master Thief is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save and half damage on a failed one.
Sharp Sense. The Master Thief has three reactions.
Sneak Attack (14d6). Once per turn, when the Master Thief hits a target with a ranged or finesse weapon and has advantage on the attack roll (or when an ally is within 5 feet of the target), he deals an extra 14d6 damage.
Legendary Marksman. The Master Thief never suffers disadvantage on ranged attacks due to distance or cover.
Multiattack. The Master Thief makes three attacks with his enchanted bow or one attack with his Twin Daggers into one attack with his enchanted bow.
Enchanted Longbow. Ranged Weapon Attack: +17 to hit, range 150/600 ft., one target.
Hit: 45 (6d8+18) piercing damage plus 14d6 sneak attack damage (if applicable). The arrow is magical
Twin Daggers. Melee Weapon Attack: +17 to hit, reach 5 ft., one target.
Hit: 54 (8d8+18) piercing damage plus 14d6 sneak attack damage (if applicable).
After this attack, the Master Thief performs a backward flip, attacking during the motion, and at the point where he would land, he teleports 30 feet to an unoccupied space he can see, leaving behind a brief shadowy portal.
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Arcane Archery. The Master Thief has mastered the art of enchanting arrows with magical energy. Once per turn, he can use a bonus action to infuse one of his attacks with magic.
Shadow Arrow. Inflicts an additional 8d8 psychic damage, and the target must succeed on a DC 22 Wisdom saving throw or be blinded until the start of the Master Thief's next turn.
Lightning Arrow. Inflicts an additional 6d8 lightning damage, and all creatures within 10 feet of the target must make a DC 22 Dexterity saving throw, taking half damage on a success.
Cunning Action. On each of his turns, the Master Thief can use a bonus action to Dash, Disengage, or Hide.
Uncanny Dodge. When an attacker that the Master Thief can see hits him with an attack, he can use his reaction to halve the damage.
The Masther thief can take three legendary actions, choosing from the options below.
Attack. The Master Thief makes a ranged attack with his bow.
Vanish (Costs 2 Actions). The Master Thief becomes invisible until the start of his next turn.
Thief's Reflexes (Costs 2 Actions). The Master Thief can immediately take the Dodge action and move up to half his speed. If he moves adjacent to an enemy, he can make one opportunity attack against that creature without provoking opportunity attacks himself.
Escape the Inevitable (1/week). When the Master Thief is reduced to 0 hit points, instead of dying, he teleports away to a hidden location up to 120 feet away. At the previous location, he drops a smoke bomb, creating a heavily obscured area in a 20-foot radius for 1 minute. Upon teleporting, he instantly regains 200 hit points and gains advantage on all attacks for 1 minute.
Description
A legendary Thief.
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