Base Class: Rogue
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, evaluating rare treasures, and using gadgets you normally couldn’t employ.
Expertise
At the 3rd Level, choose one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Trapmaster
you become an expert at turning traps against others. You now have an advantage on ability checks you make to disarm traps or pick locks.
Additionally, when you successfully disarm a trap, you can choose to rearm it as part of the same actions but with a safe way to pass by it, known only to you and creatures you tell about the passage. Creatures that know about the safe passage can move through the trap at half speed, or touch it, without triggering its effects.
A trap, for the purpose of this feature, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable that can be disarmed using thieves' tools, and that wasn't made by creation.
Stroke of Luck
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.
Unmatched Erudition
your intellect knows no limits. When you make an Intelligence ability check, you can replace the number rolled on the d20 with 15 instead.
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