Rogue Features:
-Sneak Attack: 5d6
-Expertise: Stealth, Deception, Thieves’ Tools, Perception
-Cunning Action: Bonus action Dash, Disengage, Hide
-Steady Aim
-Uncanny Strike:
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
-Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s Kit on your person.
-Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
-Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).
-Evasion: Avoid/halve AoE damage
-Reliable Talent: Any proficient skill roll of 9 or lower counts as 10
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Thief Archetype:
-Fast Hands: As a Bonus Action, you can do one of the following.
-Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
-Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action
-Second-Story Work: Climbing & jumping improved
-Supreme Sneak: You gain the following Cunning Strike option.
-Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
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Drow Traits:
-Darkvision: 120 ft
-Sunlight Sensitivity: Disadvantage on attacks/perception in sunlight
-Fey Ancestry: Advantage vs charm, immune to magical sleep
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Innate Magic:
-Dancing Lights (cantrip)
-Faerie Fire (1/day)
-Darkness (1/day)
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Boots of Elvenkind:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
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Feats:
-Skill Expert
-Speedy
-Speed Increase. Your Speed increases by 10 feet.
-Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.
-Agile Movement. Opportunity Attacks have Disadvantage against you.