Evasion. When Captain Molinelli is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Initiative Advantage. Molinelli has advantage on initiative checks.
Kip-Up. Captain Molinelli can stand up from prone without using any of his movement.
Old Sea Legs. Captain Molinelli has advantage on checks made to pilot a ship and resist the prone condition while on a ship.
Sneak Attack. Once per turn, Captain Molinelli deals an extra 21 (6d6) 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 his that isn’t incapacitated and Captain Molinelli doesn’t have disadvantage on the attack roll.
Enchanted Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) magical piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 5 (1d4+3) piercing damage.
Parry. Captain Molinelli adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Strike and Dash (1/long rest). When Captain Molinelli hits a creature with a melee weapon attack, he can move up to 30 feet without provoking opportunity attacks.
Uncanny Dodge. When an attacker Molinelli can see hits him with an attack, he can use his reaction to halve the attack’s damage against him
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