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Weapon Mastery

Dagger: Nick - 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.

Shortbow: Vex - 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.

Alert (Feat)

Initiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll.

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.

Halfling Traits

Brave: You have Advantage on saving throws you make to avoid or end the Frightened condition.

Halfling Nimbleness: You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.

Luck: When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.

Naturally Stealthy: You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Sneak Attack

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 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 as 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.

The extra damage increases as you gain Rogue levels: 3rd level 2d6, 5th level 3d6, 7th level 4d6, 9th level 5d6, 11th level 6d6, 13th level 7d6, 15th level 8d6, 17th level 9d6, 19th level 10d6.


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