Piratical Resistance (1/day). If Bob fails a saving throw, he can choose to succeed instead.
Helpful. Bob can take the Help action as a bonus action.
Tools. Bob has thieves’ tools and an acoustic guitar.
Cunning Action. On Bob's turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Expertise. Bob has expertise in sleight of hand and persuasion.
Evasion. Bob takes half damage on a failed dexterity saving throw, and no damage on a successful save.
Extra Attack. Bob can attack twice, instead of once, whenever he takes the Attack action on its turn.
Multiattack. Bob makes two attacks with his yellow starblade.
Yellow Starblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) Force damage.
Criminal Charisma(Recharge 6). Bob tries to convince all creatures within 30 feet of himself to join his cause. All creatures that aren't already charmed by or aligned with Bob must make a DC 10 Wisdom Saving throw or be charmed by Bob for 1 minute. At the end of each of their turns, a creature may repeat this save, ending the effect on a success.
Strange Power. Bob casts the spell Lightning Bolt against only one creature. If this spell hits a creature that is vulnerable to lightning damage, they are stunned for one round. After using this spell, Bob is stunned and vulnerable to slashing damage for 1 round.
Taunt. As a reaction, when Bob is attacked with a melee weapon attack, but before the attack roll, he can taunt to increase incoming damage by 3, but lower the opponent's attack roll by 5.
Smirk. As a reaction, when Bob makes a critical hit, he can make an extra attack on the opponent he just hit.
Deflect. As a reaction, when Bob is hit by a ranged weapon or spell attack that only targets him, he may roll a d20 +5. On a number higher than the attacker's Armor class, he deflects the attack back at them. Otherwise, he takes an extra 1d8 damage from the attack.
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