Base Class: Rogue
A path few consciously choose, the Oblivious Tourist is one who goes where others cannot and does what others cannot, surviving what others cannot- mostly because of their titanic ignorance and self-confidence. Just when it seems like there is no way an Oblivious Tourist will make it out, they do, as if nothing even happened.
By nature care-free and easygoing, rogues of this ilk will often steal plenty and vandalize people and their property, but rarely out of a sense of genuine malice: they're there to simply enjoy the good life and see everything that the world has to offer. Profit is mostly accidental to them. Should an Oblivious Tourist join up with others and have a cause to strive towards, their charm and unbelievable luck become incredible assets that nothing and no one should underestimate.
Second Chance
Starting at 3rd level, the good fortune and typically unassuming nature of an Oblivious Tourist let them squeeze success out of the slimmest of margins, or at the least avoid total catastrophe. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
Miscommunication
When you choose this archetype at 3rd level, your charm and skill with non-verbal cues let you put on a good front and bluster your way through hostile negotiations, and to make a quick getaway when that doesn't work. When you make a Persuasion or Deception check against a creature you don't share a language with, you have a +2 bonus to the check. You can move through the space of any creature that is of a size larger than yours.
Brace for the Worst
Starting at 9th level, your subconscious grasp on the nuances of chance grant you minor precognitive abilities, allowing you to prepare for trouble few others see coming. When an enemy within 60 feet succeeds on a saving throw, attack roll, or skill check, as a reaction you can gain proficiency+Charisma modifier temporary hit points, and a +10 bonus to your movement speed until the end of your next turn. You can use this proficiency times a long rest.
Magic Item Appropriation
By 13th level, your general disbelief and ignorance of the workings of magic has become potent enough 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.
Happy Ending
When you reach 17th level, your tendency to come out on the good side of accidents has reached a new high, allowing you to ignore basically anything thrown your way with the greatest of ease. You gain proficiency in Strength, Constitution, and Charisma saves, advantage on death saving throws, and the Difficulty Class of other saving throws you make is reduced by one.
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