A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Once per turn, you can deal an extra 1d6 * 1/2 rogue level damage (no bonus action needed) to one creature you hit with an attack roll, only if:
1. you have Advantage on the roll and the attack uses a Finesse or Ranged weapon.
2. at least one of your allies is within 5 feet of the target, the ally does not have the Incapacitated condition, and you do not have Disadvantage on the attack roll.
The extra damage's type is the same as the weapon's type.
The extra damage increases with 1d6 per 2 rogue levels (Lvl 3 = 2d6, Lvl 5 = 3d6, etc.)
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
- Hide.
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you have not moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. When you use the effect, you must forego a sneak attack to add the effect. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
Poison (Cost: 1d6): You add a toxin to your strike, forcing the target to make a Constitution saving throw (8 + Proficiency + Dexterity). On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoners 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.
When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack damage against you (round down).
Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll total, as wails of the dead sound around them for a moment. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Return this card to the DM when you use this feature.