You can take an action to gain blindsight (10 feet) until the end of the turn.
You gain a climbing speed equal to your walking speed.
When you take the Strike action with a finesse or ranged weapon and hit, you deal additional damage equal to half your rogue level (rounded up) of d6s, provided you have advantage on the attack, or provided the target is threatened by a friendly creature, the target isn't incapacitated, and you don't have disadvantage on the attack roll.
When you take the Aim, Disengage, or Hide action, you can take another of those actions as part of the same action without expending additional action points.
You gain darkvision.
Attacks against you can't be made with advantage, and your attacks can't be made with disadvantage, provided you aren't incapacitated.
When you make a Dexterity save to take half damage, you take no damage on a successful save, or half damage on a failed save.
Whenever you make an attack with a trained weapon, you treat a d20 roll lower than your rogue level as your rogue level (minimum of 2).
You gain one feat of your choice.
Whenever you make a d20 roll, you can reroll the d20 once.
Whenever you make a save with a trained attribute, you treat a d20 roll lower than your rogue level as your rogue level (minimum of 2).
When you fail a d20 roll, you can choose to succeed instead.
Once you use this feature, you can't use it again until you finish a rest.
You gain expertise with one save of your choice.
When you take the Move action, you can take the Climb, Crawl, Jump, Sneak, or Tumble option without expending additional action points.
You gain a swimming speed equal to your walking speed.
When a creature takes the Attack action against you with a weapon and hit, you can expend 1 action point to halve the attack's damage.