Cut Down. You forgo sneak attack damage against a mounted creature. They then need to make a dexterity save DC 17 or be unseated and prone next to their mount. Hog Tie. As an action you restrain a creature that is prone with Rope, using the statistics for hemp. The Creature makes a strength save DC 17 or they are Restrained.
Shortbow. Ranged Weapon Attack, +9 to hit, range 80'/320', (1d6+5), 3/day Save against DC 10 Con Save or take 1d4 poison damage Dagger. Weapon Attack, +9 to hit, 5'/Thrown (range 20'/60'), (1d4+5), 1/day Save against DC 13 Con Save or be poisoned for 1 hour
Expertise. Athletics, Stealth. Sneak Attack. Once per turn, you can deal an extra 3d6 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. 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. 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. Martial.