| Feature |
Description |
Level |
| Expertise |
Choose two skill proficiencies (or one skill proficiency and thieves' tools) to double your proficiency bonus for any ability check using the chosen proficiencies. At 6th level, choose two more proficiencies to gain this benefit. |
1st, 6th |
| Sneak Attack |
Deal extra 1d6 damage when you hit a creature with a finesse or ranged weapon attack and have advantage on the attack roll. Damage increases as you level up in the class. |
1st |
| Thieves' Cant |
Learn thieves' cant, a secret language to convey hidden messages in normal conversation, understood only by others who know it. You also learn secret signs to convey simple messages. |
1st |
| Cunning Action |
Take a bonus action each turn to Dash, Disengage, or Hide during combat. |
2nd |
| Roguish Archetype |
Choose an archetype at 3rd level, gaining unique abilities at 3rd, 9th, 13th, and 17th level. |
3rd |
| Steady Aim (Optional) |
As a bonus action, give yourself advantage on the next attack roll if you haven't moved this turn, but your speed becomes 0 until the end of the turn. |
3rd |
| Ability Score Improvement |
Increase one ability score by 2, or two by 1 at 4th, 8th, 10th, 12th, 16th, and 19th levels. You can’t increase an ability score above 20 using this feature. |
4th, 8th, 10th, 12th, 16th, 19th |
| Uncanny Dodge |
Use your reaction to halve the damage from an attack you can see. |
5th |
| Evasion |
When you are subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage if you succeed, and half damage if you fail. |
7th |
| Reliable Talent |
Whenever you make an ability check with your proficiency bonus, treat any d20 roll of 9 or lower as a 10. |
11th |
| Blindsense |
If you can hear, you are aware of the location of any hidden or invisible creature within 10 feet. |
14th |
| Slippery Mind |
Gain proficiency in Wisdom saving throws. |
15th |
| Elusive |
No attack roll has advantage against you while you aren’t incapacitated. |
18th |
| Stroke of Luck |
Once per short or long rest, if you miss an attack, you can turn it into a hit, or if you fail an ability check, you can treat the roll as a 20. |
20th |