Always on the lookout for danger, you gain the following benefits:
-You gain a +5 bonus to initiative.
-You can't be surprised while you are conscious.
-Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
-You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack.
---The spell must have a casting time of 1 action and must target only that creature.
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You can nimbly dodge out of the way of certain area of effects, such as an ancient red dragon’s fiery breath or an ice storm spell.
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Your quick thinking and agility allow you to move and act swiftly.
You can take a bonus action on each of your turns in combat to:
-Dash: move double your walking speed.
-Disengage: leave combat without risking opportunity attacks from opponents.
-Hide: attempt to go into stealth and obscure yourself. This is best done when no one has a line of sight on you and you're in dim to low light conditions.
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.
-5d6 for Rogue Lvl 10
-Medium, Speed: 30 feet walk
-Languages: Common, Goblin, Latin, Scottish , Thieves’ Cant (a secret mix 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 x4 longer to convey such a 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 marks or will provide a safe house for thieves on the run.)
-Armor: Light Armor
-Weapons: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
-Tools: Dice Set, Poisoner's Kit, Thieves' Tools
You have an interlocking falchion that can be opened into separate curved swords when needed.
You can choose to keep the sword together as one, and have a free off-hand for bonus actions, or unlock the mechanism and wield a sword in each hand for double the attacking opportunities each round.
You have the finesse and light properties to these swords, allowing you to use your dexterity modifier for attack bonuses, and to wield a shield, wand, staff, or arcane focus in your free hand without losing that bonus.
Use an extra knife or dagger you keep around as a means to close a gap or create an opening against your opponents.
It is possible to throw this up to double the range, but at disadvantage. All damage is calculated as piercing.
If you have 2 knives/daggers, you can do this skill twice at the cost of an action AND bonus action.
Attack with your shortbow.
Effective range is within 80-320 feet. If an enemy is under that range, you take on the Threatened condition, imposing disadvantage to your aim on attack rolls. If your opponent is outside of your range, you can choose to use your bonus action to aim more steadily, but will lose the dexterity (+3) bonus to damage.
-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)
-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)
-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)