Homebrew
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Helpful
The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
Grovel/Cower/Beg
Once per rest, take action of cowering pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Pack Tactics.
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an 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.
Cunning Action
The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
5th: Uncanny Dodge
6th: Coordinated Strike
7th: Evasion
9th: Steady Eye
11th: Inspiring Help (increases at 20th)
13th: Unerring Eye (WIS modifier limit)
14th: Reliable Talent, Blindsense (10ft)
15th: Slippery Mind
17th: Eye for Weakness
18th: Elusive
20th: Stroke of Luck
Grovel/Cower/Beg
Attack
Flit can take one attack action per turn.
Dagger Can attack twice with a dagger 1d20+6 for 1d4+4 piercing damage.
Shortbow Can attack once with a shortbow 1d20+6 for 1d6+4 piercing damage.
Shortsword Can attack once with a shortsword 1d20+6 for 1d6+4 piercing damage.
Sneak Attack Once per turn when has advantage, add 2d6 damage to attack.
Bonus Actions
Cunning Action Dash, Disengage or Hide
Eye for Detail Perception/Investigation check against hidden creatures or clues
Insightful Fighting Contested Insight v/ Deception to gain sneak attack