Darkvisison: Can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. Can't discern colour in darkness, only shades of grey.
Fey Ancestry: Have advantage on saving throws against being charmed and magic can't put you to sleep.
Expertise: have expertise in thieves tools (doubles proficieny bonus) (can take two more skills at 6th level).
Sneak Attack: once per turn, can deal an extra 1d6 damage to one (1) creature you hit with an attack if you hae advantage on the attack roll (the attack must use a finnesse or ranged weapon). Don't need advantage on the roll if another enemy of the target is within 5 feet of it, the enemy isnt incapacitated, and you don't have disadvantage. (damage goes up with class, check rogue table)
Thieves' Cant: Know 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 can understand such messages. It takes four time longer to use than speaking 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 terrirtory of a thieves guild.
Cunning Action: Quick thinking and agility allows quick acion and movement. can take a bonus action on each of your tturns in combat. This can only be used to dash, disengage, or hide.
Fast Hands: Use a bonus action (granted by cunning action) to make a sleight of hand (dex) check, use thieves tools to disarm a trap, open a lock, or use an object.
Second-Story Work: climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by the number of ft equal to dex mod
Half-Elf Versatility: (Cantrip) one cantrip of your choice from the wizard spell list, intelligence is the spell casting ability.
Features & Traits