At 4th rogue level, learn 3 minor hexes.
At 4th rogue level choose an upgrade:
Many hexes - Learn an extra minor hex at 4th, 5th, and 6th rogue level.
Specialized hexes - Gain an extra hex upgrade at 4th, 5th, and 6th rogue level.
Adopted methods - Learn 2 illusion or enchantment cantrips, use dexterity as the casting modifier.
At 5th rogue level, learn 1 minor hex and 2 major hexes.
At 5th rogue level, double your jump range, gain +5 ft of movement speed, and you can blink when moving while in shadow or darkness, allowing you to do so within your movement speed.
At 6th rogue level, learn 1 major hex and 1 greater hex.
At 6th rogue level, choose 2 upgrades:
Greater hex - Learn an extra greater hex.
Special darkness - Gain 2 extra hex upgrades. Can be applied to the same hex.
Personal hex - Gain a necromancy or illusion cantrip, or a cantrip that creates darkness or obscures. Use dexterity as the casting modifier. Gain a +1 bonus to dexterity. Upgrade the cantrip once.
Signature greater hex - Choose an arcane, oath, or occult lvl 1 spell. Reduce its range, if it has any, by half, reduce all damage dealt by by 1 dice, and grant it a 1d10 > 8 cooldown chance dice. Use dexterity or wisdom as the casting attribute, but reduce DC or block DC by 1. This counts as a hex and the spell is upcast by 1 per hex upgrade applied.
Sneak attack hex - You can apply sneak attack to hex or cantrip damage, so long as it involves spell attacks that have advantage, or if the effect has a save and the targets have disadvantage. In case of multiple targets, each takes 1 dice of sneak attack damage. Can only trigger once per turn.
Rapid hex - When you cast a cooldown hex, immediately roll the cooldown cast once upon casting.