Archetype: Swashbuckler
Bonuses for Leveling:
Lvl 2 - Cunning Action
Lvl 3 - Archetype, Fancy Footwork, Rakish Audacity
Lvl 4 - +2 to Ability Score or +1 to two Abilities
Lvl 5 - Uncanny Dodge
Lvl 8 - +2 to Ability Score or +1 to two Abilities
Lvl 9 - Panache
Lvl 7 - Evasion
Lvl 10 - +2 to Ability Score or +1 to two Abilities
Lvl 11 - Reliable Talent
Lvl 12 - +2 to Ability Score or +1 to two Abilities
Lvl 13 - Elegant Manuever
Lvl 14 - Blindsense
Lvl 15 - Slippery Mind
Lvl 16 - +2 to Ability Score or +1 to two Abilities
Lvl 17 - Master Duelist
Lvl 18 - Elusive
Lvl 19 - +2 to Ability Score or +1 to two Abilities
Lvl 20 - Stroke of Luck
Skills:
Fancy Footwork - LVL 3
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity - LVL 3
You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
Panache - LVL 9At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
- If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
- If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist - LVL 17Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
++++++++++++++++++++++++++++ABILITIES++++++++++++++++++++++++++++++++++Sneak Attack - LVL 1
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a ranged weapon. As you gain levels, the amount of damage increases, as shown on the level table.
- You don't need Advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have Disadvantage on the attack roll.
- Rogues typically only get one Sneak Attack per round of combat. However if some circumstance or feature allows them to react during another creature's turn, such as an Attack of Opportunity, the Battlemaster's Commander’s Strike, or the Thief Archetype's "Thief's Reflexes", and all other qualifications are met, the Rogue may get a second or third Sneak Attack during a single round of combat.
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieve's tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves tools) to gain this benefit.
Thieves' Cant - LVL 1
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action 
Starting at your second level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately you can take a Feat in place of your Ability Score Improvement.
Uncanny Dodge 
Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you. - Only damage resulting from attack rolls such as melee attacks, ranged attacks, or spells with attack rolls (i.e. firebolt, guiding bolt) qualify for Uncanny Dodge.
- Due to the restriction of using your Reaction, only one attack per round can qualify for Uncanny Dodge.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest.+++++++++++++++++++++NOTES+++++++++++++++++++++++
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.If either weapon has the Thrown property, you can throw the weapon, instead of making a melee attack with it.
++++++++++++++++++++++FEATS+++++++++++++++++++++++++
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.