When you cast Mage Hand you can make the hand invisible, and you can performt he following additional tasks:
- Stow one object the hand is holding in a container worn or carried by another creature
- Retrieve an object in a container worn or carried by another creature
- Can use thieves' tools to pick locks and disarm traps at range
Can perform one of these tasks without being noticed by a creature if you succeed on a Dex (SoH) contested by the creature's Wisdom (perception) check
- This can be used with 'Cunning Action'
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 to take Dash, Disengage, or Hide.
(Hearing and Speech) During your training you learned 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 four times longer to convey such a message than it does to speak plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether or not an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in your area area easy marks or will provide a safe house for thieves on the run.
(Finesse or ranged weapon) Once per turn you know how to strike with subtlety 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.
You don't need advantage if another enemy of the target is within 5 ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.