Nimble Escape-
Can take the Disengage or Hide action as a Bonus Action on each of their turns.
Darkvision-
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Woeful Warrior-
Whenever you kill an enemy, heal equal to that of the enemy's constitution modifier.
Fury of the Small
Once per short rest, add your level to the damage of one attack.
Expertise
At 1st level, 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.
Thieve's Cant
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.
Cunning Action
Starting at 2nd level, 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.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells
Mage Hand Ledgermain-
Starting at 3rd level, when you cast 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 container worn or carried by 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 succeed 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.
Feat - Squat Nimbleness
You are uncommonly nimble for your race. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20. (Dexterity)
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice). (Athletics)
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Uncanny Dodge
Starting at 5th level, 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Languages-
Common, Goblin
Class/Racial Features & Traits