You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is trance.) While meditating, you can still dream
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
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 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.
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.
Your quick thinking and agility allow you to move and act quickly. 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.
You can cas t mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a contatiner worn or carried byu another creature.
- You can use thieves' tools to pick locks and disarm traps at range
You can perform one of these tasks without being noticed by a creature if you scceed on a Dexterity (Sleight of hand) check contested by the creature's Wisdom (perception) check.
In addition, you can use the bonus action granted by your cunning Action to control the hand.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another.
You gain the following benefits:
- Increase your Intelligence or Charisma score by 1 to a maximum of 20.
- You learn to speak, read, and write Sylvan
- You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.