Excal-heim
Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 17 5d6 untyped damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.
Parranoid. Double passive perception while sneaking.
Expertise. Double proficiency on skills.
Drops: Vorpal dagger, Nightfall, map to hideout.
Multiattack. The thief makes four attacks.
Acrid Vorpal Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 1d6+4+3 piercing plus 3 1d6 acid damage.
Nightfall. Ranged Weapon Attack: +7 to hit, range 80/120 ft., one target. Hit: 8 1d8+4 piercing damage.
It's Midnight(4/day). Ranged Weapon Art: +10 to hit, range 80ft, targets up to 4 creatures within range. Hit: 1d8+6 Piercing damage.
You can target the same creature multiple times. Nightfall must be fully loaded to use "It's Midnight"
The Thief can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The thief regains spent legendary actions at the start of its turn.
Hide. 1d20+12 for stealth.
Dash. The thief moves up to its movement speed.
Reload. the thief reloads.