You’re adept at ambushing a target, granting you the following benefits:
• Initiative. You have Advantage on Initiative rolls.
• Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn.
If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
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.
• Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a DC 15 Con. saving throw. On a failed save, the target has the Poisoned condition for 1 minute, and at the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. You must have a Poisoner’s Kit on your person to use this effect.
• Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a DC 15 Dex. 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.
You give yourself Advantage on your next attack roll on the current turn.
You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
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.
Sneak attack dice is determined by your half your Rogue level rounded up.
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).
Your training with weapons allows you to use the mastery property of Daggers:
• Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Your training with weapons allows you to use the mastery property of Longbows:
• Slow. If you hit a creature with a Longbow and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.