Base Class: Rogue
Sneak you way through dungeons and lairs to swipe things you want.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
One with Shadows
Once you reach 3rd level, you can decided to move within the shadows very easily. You are able to cast Pass without Trace once per long rest, using your dexterity for your spell casting ability.
Whenever you're hidden in a dimly-lit light or darker room, you are able to move your movement without being spotted each turn.
Smooth Criminal
You've stolen enough to be able to come up with solid alibis, solid enough to fool magic. At the start of 9th level, you gain advantage on Deception and Persusion checks against those you've stolen from or those outside of the situation. These alibis are extremely convincing even to magic. You also gain advantage against Zone of Truth or other spells that expose your lie.
Phantom's Illusion
The darkness becomes your friend. When you reach 13th level, as long as you are within dark and dimly lit rooms, targets within 10ft around you will have disadvantage against hitting you. Your attacks also becomes deadly within the darkest of rooms. While you're within dark room, you attacks will have the sneak attack bonus even when the requirements has not be met.
Essence of Theivery
While reaching 17th level, You've become a thief of thieves. Whenever you have an attack action available, you have the ability to attempt to steal from yours enemies. You have to roll a Slight of Hand check against the opponent's opposing Athletics or Acrobatics (chosen by the opponent) check. You gain advantage on that roll if the opponent in question has their back facing you. What you get from this roll is determined by the DM.
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