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Rogue

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Subclass Features

Lv 3

Fast Hands

Your hands are quick, sure, and precise. You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your Thieves' Tools to disarm a trap or open a lock, or pick a pocket. You can also use this feature to take the Utilize action or activate a magic item that requires an action.

Second-Story Work

You are used to working up high where rich folks like to dwell. You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your DEX modifier (Minimum 1).

The Art of Hiding

Close calls, and high stakes help you be creative in where and how you hide. You can take the Hide action as a bonus action or a reaction. You can Hide using an object or person that is the same size or larger than you or a cavity that is up to one size smaller than you. If you Hide this way you apply twice your Proficiency Bonus to the Stealth check to avoid detection.

Lv 9

Supreme Sneak

You take your own spin on classic techniques used by Rogues. You gain the following Cunning Strike option

Stealth Attack (Cost 1D6): If you have the Hide action’s Invisible condition, this attack does not end that condition on you if you end the turn behind three-quarter or Full cover.

Lv 13

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you.

You ignore all class, race, and level requirements on the use of magic items.

You can attune to up to four magical items.

When you use a magical item that uses charges, roll 1D6, on a 6 you do not expend any charges of the magical item.

You can use any Spell Scroll using INT as your Spellcasting Ability. If the spell is a cantrip or 1st level you can cast it reliably. If the scroll contains a higher-level spell you must first succeed an Arcana check DC 10 + the Spell’s level. On a successful check the spell is cast normally. On a failed check the Spell Scroll disintegrates.

Lv 17

Thief's Reflexes

You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10.