(None) Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
(None) Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
(None) Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Intelligence score
• Wisdom score
• Charisma score
• Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
(None) Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
(None) When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
(None) Beginning at 1st level, you know how to strike subtly
and exploit a foeРІР‚в„ўs 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 donРІР‚в„ўt need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnРІР‚в„ўt incapacitated, and you donРІР‚в„ўt 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 thievesРІР‚в„ў 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 thievesРІР‚в„ў tools) to gain
(None) During your rogue training you learned thievesРІР‚в„ў 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 thievesРІР‚в„ў 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
thievesРІР‚в„ў 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.