1. Level 2 Rogue: Dancing Daggers – Melee attack with Dagger has a chance to add bonus damage 1d4 + Dexterity Modifier (Chance
depends on SleightOfHand); Proficiency in Daggers; Unlock Throw Sneaky Dagger
2. Level 3 Rogue: Smoke grenade (bonus action, 18 m through, 3 m radius, 3 turns); Rogue's Sight = Immune to Blind.
3. Level 3 Thief: Add Spell Feather Fall with no cost until long rest (bonus action, concentration)
4. Level 5 Rogue: 2-nd attack
5. Level 3 Rogue: Uncanny Dodge changed: Use your lightning-quick reflexes to protect yourself. When nonmagical attack hits you,
you have a chance to take only half the usual damage (Chance depends on Skill Acrobatics)
6. Level 6 Thief and Assassin: Choose: Two-WeaponFighting or Archery
7. Level 6 Arcane Trickster: Defense
8. Level 7 Rogue: If using no armor or Light armor only and no Shield using: +2 bonus to your AC
9. Level 9 Thief and Assassin: Backstub – If youSneaking or Invisible and holding Daggers in your both hands, you can Backstab your enemy with both Daggers. Also if you pass the Skill check for Stealth you can add Sneak Attack damage to each of them. Use Action +Bonus Action. Once per combat.
Removed abilities:
Level 7 Rogue: Evasion
Level 3 Thief: Second-story Work
Level 9 Thief: Supreme Sneak
Level 9 Assassin: Infiltration Expertise
Also some changes in Weapons:
Kings Knife: is a Dagger now
Orin’s Dagger “Bludthirst”: damage 1d6
Bhaalist Paralyzing Dagger “Stillmaker”: Possibly inflict Paralyze when hitting a creature with this weapon while Hiding or Invisible.
Frost Dagger “Cold snap”: +1
Cazador Ritual Dagger: +2