Talents of a Mountebank Spirit
You have found kinship in dead scoundrels, thieves, and the like. Perhaps they seek to complete an unfinished theft, return something they stole, or recollect stolen goods that were stolen from them! Such spirits guide you in death to live the life of stealth they had.
Limber Spirit
You gain proficiency in Sleight of Hand and one Dexterity skill of your choice. Whenever you use either skill, you can use your Wisdom modifier rather than your Dexterity modifier.
Charlatan's Surprise
In combat, creatures have disadvantage on saving throws provoked by you if they have not yet acted in this combat encounter.
Die Another Day
You can take the Hide or Disengage action as a bonus action.
Thief's Leaps
You can jump vertically or horizontally an amount of feet equal to half your walking speed, with or without a running start.
Talent from the Grave
Prerequisites: 5th level
You gain proficiency in one skill of your choice. Your proficiency bonus is doubled for any ability check you make that uses it.
Retreat from Harm
Prerequisites: 5th level
When a hostile creature you can see would first enter a space within 5 feet of you on its turn, you can spend a reaction to teleport to an unoccupied space within 20 feet of you.
You can teleport in this manner a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Exploit Weakness
Prerequisites: 5th level
Upon hitting a creature with a melee weapon attack, you can immediately cast a cantrip. Doing so causes the spell to only target the creature you hit, and the target has disadvantage on any saving throws against it.
Once you have targeted a creature in this way, you can’t target them again like so until you finish a long rest.
Hide from Danger
Prerequisites: 9th level
When you take damage, you can spend a reaction to become invisible until the end of your next turn. This invisibility ends early if you deal damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Face of the Dead
Prerequisites: 9th level
When a humanoid creature dies within 30 feet of you, you can spend a reaction to magically disguise yourself as them for the next hour or until you remove it (no action required). While you have this disguise, you have advantage on checks to maintain this disguise, and you know any basic knowledge to pass yourself off as the creature you are disguised as.
Once you have used this feature, you can't use it again until you finish a long rest.
Illusory Recreation
Prerequisites: 9th level
You can cast the Silent Image spell at will.
Dead to Magic
Prerequisites: 13th level
You are always under the effect of the Nondetection spell.
Magic Thief
Prerequisites: 13th level
When you finish a long rest, choose a friendly creature you can see within 30 feet of you. This creature must be capable of casting spells in order to be a target for this feature. You prepare a number of spells, equal to your proficiency bonus, of your choice that they know or have prepared. These spells must be of a level you can cast. These spells count as soul-seer spells for you, but they don’t count against the number of soul-seer spells you prepare. You lose these spells once you start a new long rest.
Exploit Fate
Prerequisites: 17th level
If your total for an ability check is less than your Wisdom score, you can use that score in place of the total.
Once you have used this feature, you can't use it again until you finish a short or long rest.
Master Magic Thief
Prerequisites: 17th level
When you finish a long rest, choose a friendly creature you can see within 30 feet of you. This creature must be capable of casting spells in order to be a target for this feature. You can cast one 6th level spell of your choice from their class spell list (if any) once without expending a spell slot.

