**Sneak Attack (1/turn)** — Once on your turn, add +1d6 damage to an attack made with a finesse or ranged weapon — if you have advantage, OR if a friend is standing within 5 feet of your target and you do not have disadvantage. Stand next to Garrick or William and this is basically always on.
**Heroic Inspiration** — You have one banked. Any time you dislike a d20 roll — yours — you may reroll it and take the new result. Refreshes on a long rest. Use it; it is not a treasure to hoard.
**Expertise — Stealth & Acrobatics** — Double proficiency on those two. +7 each. You are the quietest and the most sure-footed person in the party, and on a log bridge that matters.
**Tough** — Your hit point maximum is 2 higher than it would otherwise be. Already counted in the 11.
**Savage Attacker (1/turn)** — Once per turn when you hit with a weapon, roll the damage dice twice and use whichever total you prefer.
**Weapon Mastery — Vex, Nick** — Rapier (Vex): when you hit a creature with it, you have advantage on your next attack roll against that same creature. Dagger (Nick): the extra light-weapon attack rides along with your Attack action instead of costing your bonus action.
**Thieves' Cant & Tools** — You speak the secret argot of the criminal world, and you are proficient with thieves’ tools (+5 to pick a lock or disarm a trap).