Activate magic items regardless of class, race, or level requirements, broadening access to magical tools.
You may apply two effects from Cunning Strike to a single attack. Effects still cost Sneak Attack dice as normal.
Daze (Cost: 2d6).
The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
Knock Out (6d6)
The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Obscure (3d6).
The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
Take two turns during the first round of combat. Your second turn occurs at your initiative minus 10.
Gain proficiency in both Wisdom and Charisma saving throws, reinforcing your resilience against mental and magical effects.
Choose an Epic Boon, such as Boon of the Night Spirit, granting resistance to all damage except psychic and radiant in darkness, and invisibility as a bonus action.
Learn Thieves' Cant, a secret language used by rogues. Gain an additional language proficiency, reflecting your dealings in the underworld.
At 1st level, choose two weapons to gain mastery properties. These can be changed after a long rest, allowing rogues to adapt their fighting style. For example, Daggers gain the "Nick" mastery, enabling an additional attack without using a bonus action.
Transform a failed d20 roll into a natural 20, affecting attack rolls, saving throws, or ability checks. Attack rolls become critical hits.
Use your bonus action to disarm traps, open locks, or Use an Object. Expanded versatility reflects the Thief's nimbleness.
Climbing does not cost extra movement. Additionally, you can jump further based on your Dexterity modifier.
Use your bonus action to gain advantage on your next attack roll. Your speed is reduced to 0 for the turn, ensuring focus on a single precise strike.
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.
Withdraw (Cost: 1d6).
Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Trip (Cost: 1d6).
If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Trade Sneak Attack damage dice for effects like poisoning (1d6), tripping (1d6), or withdrawing without provoking opportunity attacks (1d6). Effects require saving throws based on your Dexterity score.
Gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
Roll a minimum of 10 for any ability check that adds your proficiency bonus. Moved from level 11 to level 7, providing earlier skill reliability.