Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damages type is the same as the weapons type.
You dont need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnt have the Incapacitated condition, and you dont have Disadvantage on the attack roll.
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damages type is the same as the weapons type.
You dont need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnt have the Incapacitated condition, and you dont have Disadvantage on the attack roll.
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damages type is the same as the weapons type.
You dont need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnt have the Incapacitated condition, and you dont have Disadvantage on the attack roll.
Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damages type is the same as the weapons type.
You dont need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnt have the Incapacitated condition, and you dont have Disadvantage on the attack roll.
Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damages type is the same as the weapons type.
You dont need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesnt have the Incapacitated condition, and you dont have Disadvantage on the attack roll.
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you havent moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attacks damage against you (round down).
You can nimbly dodge out of the way of certain dangers. When youre subjected to an effect that allows you to make a Dexterity 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. You cant use this feature if you have the Incapacitated condition.
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Youre so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you cant use it again until you finish a Short or Long Rest.
When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attacks damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attacks damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.