Base Class: Rogue
Hidden Ones take vows to right the wrongs of the world striking from the shadows. They hold a strong belief that all sapeint beings should be able to choose their destiny. Marking for death those that would take advantage of others, regardless of their societal position. From bankers, to tavern bullies, high ranking officials or clergymen.
Masters of stealth and infiltration, the Hidden Ones have little difficulty placing themselves where others should not be. Obstacles placed before them are invonveniences rather than impenetrable walls.
Tenacious Athletics
When you choose this archetype at 3rd level, you develop a talent feats of athleticism. Whenever you make a Strength (Athletics) check to climb difficult terrain or when attempting a high jump or jumping across a distance, treat a roll of 7 or lower on the d20 as an 8. Additionally a running start is no longer required for a high jump.
Freerunner
Starting at 3rd level, your intense training has made you fleet of foot, you always know just where to place your steps without slowing you down. Your base movement speed increases by 5' and you are no longer affected by difficult terrain.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Steady Eye
Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Unerring Eye
Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
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