(None) 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, as show n in the Sneak Attack
column of the Rogue table.
(None) 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.
(None) At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you m ake that uses either of the chosen proficiencies.
At 6th level, you can choose two m ore of your
proficiencies (in skills or with thieves’ tools) to gain
(None) During your rogue training you learned thieves’ cant, a secret m ix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory of a
thieves’ guild, whether loot is nearby, or whether the
people in an area are easy m arks or will provide a safe house for thieves on the run.