The Captain can order another member of their Link to act.
As a bonus action you can yell a command to a link member. Choose a member within 30 feet. They may do one of the following.
-Make the attack action.
-Cast a cantrip or a spell with casting time Bonus action.
-Make the disengadge action and move up to 15 feet.
(Needs advantage or friend next to target.) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class,
(3rd-2D6) (5th-3D6) (7th-4D6) (9th-5D6)
(11th-6D6) (13th-7D6) (15th-8D6) (17-9D6)
(19-10D6)
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Dash- You gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Disengage- Your movement doesn't provoke opportunity attacks for the rest of the turn.
Hide- You make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits.(When a creature can't see you, you have advantage on attack rolls against it. This includes spells Maddy!)