First Strike
Hesitation in others is a weakness you’ve learned to take deadly advantage of. When you hit a creature that hasn’t taken a turn in the combat yet, your attack deals an extra 2d6 damage. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Natural Attack (Claws)
The gift of natural weaponry means you are never unarmed, as your foes learn to their peril. Your Unarmed Strikes deal damage equal to 1d6 + your Strength or Dexterity modifier. The type of damage dealt by your Unarmed Strikes can be Bludgeoning, Piercing, or Slashing, based on the type of natural weaponry you possess (claws, horns, a tail, and so forth).
Swift Strike. If you take this trait twice, you can use Unarmed Strike as a Bonus Action. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Dreamwalking
Whenever you rest, you touch the dreams of those around you, seeding their thoughts and memories into your own mind. When you make an ability check to recall lore or knowledge, you have Advantage on the check. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Secret Dreams. If you take this trait twice, you gain an instinctive knowledge of the secrets of other creatures while you touch their dreams. Using a Search action, you focus on one creature you can see and make a DC 15 Wisdom (Insight) check. With a successful check, you learn one secret of the GM’s choice known to that creature. The secrets of creatures that don’t have a language come to you as vague images and impressions. You regain the use of this feature when you finish a Short or Long Rest.
Ethereal Fade
Shifting away from the mortal world lets you move through and observe that world unseen. As a Magic action, you fade from the Material Plane into the Ethereal Plane for 1 minute. While you remain in this state, you can’t interact with the Material Plane, and effects on the Material Plane can’t affect you, including spells and creatures. You can move and hear as normal, and you see everything in shades of gray. When the effect ends, you reappear in the Material Plane in the closest unoccupied space to where you faded from. You can end the effect early as a Bonus Action. You regain the use of this feature again when you finish a Long Rest.
Lucky
The luck you carry will see you through the worst Etharis has to offer. When you roll a 1 on a D20 Test, you can reroll that die but must use the new roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
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Level 1: Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the languages tables.
Vex
Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol
With the Vex property, whenever you hit a target with a Vex weapon, you gain advantage on your next attack roll against that same target. Great for setting up your teammates or chaining attacks against a focused target. A necessary pick for characters who specialize in sneak or burst damage. zowel shortbow and and shortsword.
Level 2: Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.