Base Class: Rogue
Having chosen to defend those that can not defend themselves you are a creature of darkness that uses stealth and subterfuge. You push yourself to master your abilities so that you may be the best and fulfill the role you have chosen for yourself.
Bonus Proficiencies and Skills
Starting at third level, you gain proficiency with the disguise kit, expertise in two skills, and two languages.
The Night
Starting at third level, you are most comfortable when in the dark. While it is dark, you gain advantage on Dexterity (Stealth) checks. In addition moving through nonmagical difficult terrain costs no extra movement if it is dark.
Batarangs
Starting at third level, you have absolute control of your thrown weapons and so can make them return to you after each throw
Master Detective
Starting at ninth level, you have gained great skill in Insight, Perception, and Investigation. Gain advantage in Insight, Perception, and Investigation.
Combat Pragmatist
Starting at ninth level, you have learned to take advantage of your opponents weakness. When one of your opponents rolls a 1, you have advantage on your next attack, provided it is against this opponent.
Master of Observation
Starting at thirteenth level, you have gained great skill in observation. You now critically strike on a roll of 19 or 20.
Extra Attack
Starting at thirteenth level, you can attack twice, whenever you take the Attack action on your turn
Crazy Prepared
Starting at the seventeenth level, you always expect an attack and are ready for anything. You have advantage on initiative rolls. And if you're initiative is 15 or higher, 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.
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