Medium Humanoid, Chaotic Good
Armor Class 16 Leather
Hit Points 23 (2d8 + 14)
Speed 35 ft.
STR
9 (-1)
DEX
20 (+5)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +7, INT +2
Gear 4 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Leather Armor, Thieve's Tools, Burgular's Pack, Crowbar, 2 Pouches, Traveller's Clothes, 24 gp
Senses Darkvision (60 ft), Passive Perception 10
Languages Common, Thieves’ Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Sneak Attack (2d6). You know how to strike subtly and exploit a foe's distraction. Once per turn you can deal extra damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same was the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition and you don't have Disadvantage on the attack roll.

Mobile Offense. When you take the dash action using your cunning action, you do not provoke opportunity attacks. Additionally, if you have moved a number of feet equal to at least your base movement speed this turn, you have advantage on attack rolls.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

Actions

Vulpine Form. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

  • You can communicate to foxes and other Vulpen in their fox form as if you shared a language. However, you cannot communicate with anyone else.
  • Your size category becomes tiny, and you can occupy the same space as another creature.
  • Your claws take on the attributes of your weapons. When you make a melee weapon attack while in your fox form, you may treat it as though you were attacking with any of your melee weapons. You can’t use any of your other items and can’t cast spells while in your fox form.

If you take damage while in your fox form, you revert back to your humanoid form in the same state that you were in when you transformed (hit points, spell slots, etc.) and take that much damage.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 1d4 + 5 piercing damage. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 1d6 + 5 slashing damage. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 1d6 + 5 piercing damage.

Bonus Actions

Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Reactions

Safety Roll. When you fall 60 or less feet, you may use your reaction to gain resistance to falling damage until the end of turn. If you do,when you land you may move up to half your movement speed without provoking opportunity attacks.

Evan_Instinct

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