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.
(Arrows are consumed with each shot) Vex.:If you hit a creature with a Shortbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Vex. If you hit a creature with a Shortbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
(Psionic Power slot used) Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
(Trading Sneak Attack) When you deal Sneak Attack damage, you can forgo some of that damage to apply a Cunning Strike effect. Each effect has a die cost, representing the number of Sneak Attack dice you remove before rolling. The effect occurs immediately after the attack’s damage is dealt.
Poison (Cost: 1d6). The target makes a Constitution save or is Poisoned for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success.
You must have a Poisoner’s Kit to use this effect.
Trip (Cost: 1d6). A Large or smaller target makes a Dexterity save or falls Prone.
Withdraw (Cost: 1d6). After the attack, you can move up to half your Speed without provoking Opportunity Attacks.
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
When you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to several creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For as many hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can talk telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection anytime (no action required).
The first time you use this power after each Long Rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the die.
You create glowing psychic blades when you attack. Whenever you take the Attack action or make an Opportunity Attack, a blade appears in your free hand.
Psychic Blade: Simple melee weapon, 1d6 Psychic damage + your attack modifier, Finesse, Thrown (60/120 ft), Mastery: Vex. It disappears after the attack and leaves no mark.
After attacking with it, you can make a Bonus Action attack with a second blade (if your other hand is free), dealing 1d4 Psychic damage instead.
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 haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.