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.
Sneak Attack
Beginning at 1st level, 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.
Thieves' 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.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
(+2 Dex)
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.
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Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Intelligence score
Wisdom score
Charisma score
Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
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Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
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Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
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Features -
Ars antiqua
You learn (X) number of cantrips of your choice. These cantrips are cast using the chosen stat from your origin. The number of cantrips learned is equal to the chosen stat's modifier, (minimum 1), to the max of the current ability modifier. (Improving this modifier after creation will not grant you more cantrips.)
Embrace of the Moon
You gain access to the Shield spell, and can cast it (X) number of times (Minimum once) equal to the modifier of your chosen origin attribute without expending a spell slot. If an ally would be adjacent to you when you cast this Shield, for as long as they remain next to you, they too, gain the added AC for the duration of the spell’s duration.
Realm's Repetiteur
By the graces of the Ruler, you learn the language of Latisvar, granting you the ability to speak and understand the main language of the current realm you are in. However, this does NOT give you access to the languages as languages known, nor do you learn them. (Purgatory: Language of the Dead, Afterlife: Celestial, Nine Hells: Infernal... etc.)
An Lia Fáil Regalia (Soulbound Focus)
Upon joining the sonata as a hunter, their soul becomes bonded with a stone of crystalized moonlight, a sign of their will and sacrifice as protectors of the realms. It is a symbol of noble ranking, garnering respect and hospitality when traversing the realms.
Harbor the Soul
This stone provides sanctuary and preservation to a hunter's soul, recalling it to it's core in the event of their death. After which it will be transported to the realm of Al'amore to recover. (The hunter still has to make death saves as normal upon hitting 0 hp, failing 3 times results in Death, triggering the Harbor the Soul ability.)
Should this stone be broken with their soul still residing within Al'amore, the hunter cannot be revived by any means, short of a miracle.
Trace the Boundary
After a period of time, (1 week real time) and the stone still remains intact, the hunter's soul will return from Al'amore to their body (Or create a corporeal shell to inhabit should they no longer possess one) and revive. This ability can only apply three times before the stone loses its power to recreate/restore one’s body.
[Dragon Vow]
Dies Irae: “And he beholds the moon; like a rounded fragment of ice filled with motionless light.”
As an action you call forth and project the might of the Ruler's will. Radiant energy surges out from your Regalia and coalesces gently in a 30-foot radius aura, centered on you for 1 minute. Creatures you designate (up to your proficiency bonus) within that radius gain advantage on all saving throws, and other creatures which target those designated creatures have disadvantage when making attack rolls against them. At the end of the aura's duration, the fading light restores 8d8hp to all that were within its radius. Once this vow is activated, it cannot be used again until you finish a long rest.
Class/Racial Features & Traits