
You've honed your skills in the art of stealth and subterfuge, adopting techniques developed by rogues. Whether out of necessity, curiosity, or a desire for versatility, you've become adept at maneuvering unseen and exploiting weaknesses without committing to the rogue's path.
Sneak Attack: 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 (This damage is added to any sneak attack damage you have from another source).
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.
Choose one of the following options:
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Concealment: With your quick thinking and agility you become unseen or untraceable to others. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage, or Hide action.
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Fade: With your quick thinking and agility you swiftly vanish from the sight of others. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, or Hide action.
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Nimbleness: With your quick thinking and agility you maneuver strategically on the battlefield. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage action.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s option with another one you don’t have.

If you aren't afraid of a little back and forth constructive criticism is encouraged.