Fey Ancestry You have advantage on saving throws you make to avoid or end the charmed condition on yourself.Spellcasting.
Fury of the Small When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
Thieves Cant During your rogue 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 the same idea 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 territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Alert
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Shortsword Melee Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1d6 + 3 piercing damage.
Dagger. Melee Attack: +5 to hit, reach 5 ft., range 20/60 ft., 1 target. Hit: 1d4 + 3 piercing damage.
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.
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.
Nimble Escape You can take the Dash, Disengage or Hide action as a bonus action on each of your turns.
Skirmisher You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
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