•Attacks per Action: 2
•Dagger > +9 > 1d4+5.
•Rapier +1 > +10 > 1d8+6.
•Unarmed Strike > +1 > 0.
•2d6
•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 shown in the Sneak Attack column of the Rogue table.
•Attacking with dagger.
•Cunning Action : You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
•Roar : You let out a cry at enemies within 10 ft. of you. Until the start of your next turn, you and your allies have advantage on attack rolls against the enemies that could hear you. You can use this4times per long rest.
•Second Wind : Once per short rest, you can use a bonus action to regain 1d10 +8HP.