Warning Weapon. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Cloak of Protection. You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Boots of Elvinkind. While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Multiattack. The rogue makes two main hand melee attacks and one offhand melee attack, or two ranged attacks.
Shortsword + 1 (Main hand). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) magical piercing damage.
Shortsword of Warning (Offhand). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) magical piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain 10 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.
Comments