3? Unless you have some design in mind, high strength doesn't help your rogue while CON, INT, WIS and CHR can. You chose all the social skills but then made CHR your dump stat. If you want a fast-talking rogue move most of that STR to CHR.
Max HP show as 10. Max HP should be 9 (8 for a d8 hd, +1 for Con 13)
You have three origin feats. You should only have two, unless there's some broken origin out there
You have Celestial and Undercommon (rare languages). A thief gets one language (unrestricted), but background languages must be standard languages.
Despite those facts, the character is not optimized. You seem to have used the standard array (15/14/13/12/10/8) in order, with +2 Dex and +1 Wis from background (which I can't identify). You are specifically allowed to reorder the stats in a standard array, and there is really no reason to put them in that order.
Ok... honestly. less than 5. Not the worst build I have seen in 5.5 but there are some things you did that are working against your character.
1st: Weapon Mastery.
Dagger Nick -
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Good, this allows a second attack on the main attack action. Freeing up a bonus action.
Shortbow Vex -
Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.
While yes you want a vex weapon, unless you plan on making a ranged build this hurts your character.
I would recomend a Short Sword, this in combo with the dagger allows you to attack with the Short Sword, and then make an off hand dagger attack with advantage on the main attack action. It's really the classic 1,2 combo of a rogue build. Your Sneak attack on the off hand or dagger attack is the play as you chance of a critical success is much higher, and Crit damage on a sneak is what you want.
2nd stat balance-
As a rogue, your main stat is dexterity, you want this as high as poosible. if you are point buying your stats, make sure dexterity is a 17 or 18 to start. The sooner you get to a +5 the better, as rogues deal the least amount of melee damage for the martial characters, so you want to squeeze out as much as possible here.
Next rogues are the best skill class in the game, this means you really don't want any negative stats in int, wis, or chr. As a rogue, depending on your subclass choice you will need intelligence or charisma, and wisdom is your bread and butter checks.
Strength gains you nothing. Most DM's barely check the embumbrance, and even if they do you will have ways to lighten your load before it becomes an issue. Basically dump stregth unless you are multiclassing into paladin or barbarian.
3rd Background feat-
Magic Initiate (Wizard) ... o.0 ok, I mean I do this on a lot of builds, but your stat balance doesn't fit this idea, and you put the 2 in wisdom. Also your spells don't help you at all. Mage Hand is good for RP but the mage hand you get from this feat is a poor fit for a rogue, as the casting is loud, and the mage hand is a bright glowing hand. Minor Illusion is useful, but likewise you have no way to disguise the casting so it's no good for a rogue, a stage magician could work. Mage Armor /pinches forhead. Doesn't work with any armor, and you get more from your leather armor than mage hand. You can only have 1 formula for AC, Mage Armor changes the formula from 10+dex mod+armor to 13+dex mod (no armor allowed) The max AC for Mage Armor is 18, you with light armor can go to 20 magic casters have to stack several spells together to achieve an AC that protects them, you have light or medium, plus your class abilities.
Basically, if you are grabing Magic Initiate (anything) get spells that work with you class idea. Normally I take cleric or druid, to get a ranged heal, plus a ranged damage spell, and guidence. Going with Wizard take firebolt and light. As a human you don't have Darkvision, and having a cantrip light is useful. for the level 1 identify or shield. Will help you the most. Shield will prevent damage, and Idenitify is always useful for figuring out magic items.
https://www.dndbeyond.com/characters/168539111
Kain, The Fallen Shinigami with White Wings
3? Unless you have some design in mind, high strength doesn't help your rogue while CON, INT, WIS and CHR can. You chose all the social skills but then made CHR your dump stat. If you want a fast-talking rogue move most of that STR to CHR.
1?
Despite those facts, the character is not optimized. You seem to have used the standard array (15/14/13/12/10/8) in order, with +2 Dex and +1 Wis from background (which I can't identify). You are specifically allowed to reorder the stats in a standard array, and there is really no reason to put them in that order.
Ok... honestly. less than 5. Not the worst build I have seen in 5.5 but there are some things you did that are working against your character.
1st: Weapon Mastery.
Dagger Nick -
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Good, this allows a second attack on the main attack action. Freeing up a bonus action.
Shortbow Vex -
Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.
While yes you want a vex weapon, unless you plan on making a ranged build this hurts your character.
I would recomend a Short Sword, this in combo with the dagger allows you to attack with the Short Sword, and then make an off hand dagger attack with advantage on the main attack action. It's really the classic 1,2 combo of a rogue build. Your Sneak attack on the off hand or dagger attack is the play as you chance of a critical success is much higher, and Crit damage on a sneak is what you want.
2nd stat balance-
As a rogue, your main stat is dexterity, you want this as high as poosible. if you are point buying your stats, make sure dexterity is a 17 or 18 to start. The sooner you get to a +5 the better, as rogues deal the least amount of melee damage for the martial characters, so you want to squeeze out as much as possible here.
Next rogues are the best skill class in the game, this means you really don't want any negative stats in int, wis, or chr. As a rogue, depending on your subclass choice you will need intelligence or charisma, and wisdom is your bread and butter checks.
Strength gains you nothing. Most DM's barely check the embumbrance, and even if they do you will have ways to lighten your load before it becomes an issue. Basically dump stregth unless you are multiclassing into paladin or barbarian.
3rd Background feat-
Magic Initiate (Wizard) ... o.0 ok, I mean I do this on a lot of builds, but your stat balance doesn't fit this idea, and you put the 2 in wisdom. Also your spells don't help you at all. Mage Hand is good for RP but the mage hand you get from this feat is a poor fit for a rogue, as the casting is loud, and the mage hand is a bright glowing hand. Minor Illusion is useful, but likewise you have no way to disguise the casting so it's no good for a rogue, a stage magician could work. Mage Armor /pinches forhead. Doesn't work with any armor, and you get more from your leather armor than mage hand. You can only have 1 formula for AC, Mage Armor changes the formula from 10+dex mod+armor to 13+dex mod (no armor allowed) The max AC for Mage Armor is 18, you with light armor can go to 20 magic casters have to stack several spells together to achieve an AC that protects them, you have light or medium, plus your class abilities.
Basically, if you are grabing Magic Initiate (anything) get spells that work with you class idea. Normally I take cleric or druid, to get a ranged heal, plus a ranged damage spell, and guidence. Going with Wizard take firebolt and light. As a human you don't have Darkvision, and having a cantrip light is useful. for the level 1 identify or shield. Will help you the most. Shield will prevent damage, and Idenitify is always useful for figuring out magic items.
my suggestion: redesign: https://www.dndbeyond.com/characters/172370469 <-note the reason why I dislike pointbuy and array is the stat weight is always a disapointment.
edit: Also how on earth did you get savage attacker?
1 feat for background, 1 feat for human. You have 3 feats.