Rogue Class

You're sneaky and skillful. hit die: d8 proficiencies armor: light armor weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords tools: thieves' tools saving throws: dex, int skills: choose 4 skills from acrobatics athletics deception insight intimidation investigation perception performance persuasion sleight of hand stealth equipment a rapier or shortsword a shortbow or a shortsword a burglar's pack, a dungeoneers's pack, or an explorer's pack leather armor, two daggers, and thieves' tools

Expertise

You are an expert in two skills of your choice that you are proficient in.

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.

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 safehouse for thieves on the run.