At 4th rogue level, choose two of the following skills and gain proficiency with them, or expertise if already proficient, or gain a permanent +1d3 bonus if already expert:
stealth
deception
sleight of hand
performance
persuasion
acrobatics
At 4th rogue level, you gain a +1 bonus to all of the following checks:
checks made to open locks
checks made to find hidden markings or messages
checks made to search for entrances into forbidden or locked up places.
checks made to find or identify secret compartments, traps, hidden doors, or hidden mechanisms.
checks made to set up traps.
checks made to identify traps and defenses.
At 5th rogue level you can spend a rest dice or take 1 damage to fatigue to make a move action without provoking any reactions. This can only be done once per turn and not while restrained, snared, or immobilized
At 5th rogue level you gain advantage on all saves against traps and do not suffer any adverse effects in case of a successful save vs a trap or similar hazard, and you can move at full speed while sneaking or hiding.
At 6th rogue level gain the following upgrades:
Creatures gain disadvantage on all saves against spells, traps, and effects that you cause, trigger, or place while hidden
Traps you place benefit from your sneak attack damage
-1d2 max HP
+1 AC while wearing light or medium armor.
Knack bonus is increased to +2
Choose 2:
Gain darkvision at a range of 120 feet
Gain tremmorsense at a range of 30 feet
Gain an extra feat
Learn an occult or arcane cantrip with only a somatic component. Use dexterity as the casting attribute.
Learn a level 1 ritual spell. You can ritual cast it, or you can spend a rest dice to cast it immediately.
Your knack bonus is doubled during the night.