Whenever a creature makes an attack roll against you, impose disadvantage on it before knowing the outcome.
Whenever a creature makes an attack roll against you, impose disadvantage on it before knowing the outcome.
Whenever a creature makes an attack roll against you, impose disadvantage on it before knowing the outcome.
Whenever a creature makes an attack roll against you, impose disadvantage on it before knowing the outcome.
Whenever a creature makes an attack roll against you, impose disadvantage on it before knowing the outcome.
When you hit a creature with a ranged attack, allies have advantage on ranged attacks against that creature and others within 5 feet of you.
When you hit a creature with a ranged attack, allies have advantage on ranged attacks against that creature and others within 5 feet of you.
When you hit a creature with a ranged attack, allies have advantage on ranged attacks against that creature and others within 5 feet of you.
When you hit a creature with a ranged attack, allies have advantage on ranged attacks against that creature and others within 5 feet of you.
When you hit a creature with a ranged attack, allies have advantage on ranged attacks against that creature and others within 5 feet of you.
At the start of your first turn in combat, gain 10 feet of speed and make an additional weapon attack when you take the attack action. This attack deals an extra 1d6 damage.
At the start of your first turn in combat, gain 10 feet of speed and make an additional weapon attack when you take the attack action. This attack deals an extra 1d6 damage.
At the start of your first turn in combat, gain 10 feet of speed and make an additional weapon attack when you take the attack action. This attack deals an extra 1d6 damage.
When moving towards an enemy for a melee attack, use a reaction to throw a dagger with +4 to hit, dealing 1d6+dex damage.
When moving towards an enemy for a melee attack, use a reaction to throw a dagger with +4 to hit, dealing 1d6+dex damage.
When moving towards an enemy for a melee attack, use a reaction to throw a dagger with +4 to hit, dealing 1d6+dex damage.
If an attack would reduce you to 0 HP, you are reduced to 1 HP instead. On the 3rd turn, gain 30 temporary hitpoints. These temporary hitpoints last for up to a minute.
Must be activated on the first round of combat. On each turn, gain a second action that you can use to attack. You have advantage on all attacks for 3 turns. Deal an extra 2d6 sneak attack damage with each hit.