Rogue
Base Class: Rogue

A master of using their enviroment to their advantage, and having a plan for every situation, Ingenious rogues are often seen by their compatiots as hoarders, but they know fine well how it pays to be prepared.

A master archer can be shut down with a little sand to the eyes, a brawler is of no use in handcuffs, and a wizard isnt casting anything of worth once you stuff a rag in their mouth, after all.

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 [Tooltip Not Found] action. The object for the use an object action can be a magical one (Such as a healing potion.), providing it does not take an attack action to use.

In addition:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

MacGyver

At 3rd level, your preparedness pays off, and you can often come up with items on the fly. You gain proficiency in the alchemists kit. In addition:
Keep track of a resource in your inventory called junk and it's gold value. You can restock junk items from shopkeeps or looting. When you gain this feature, you begin with 25 gold's worth of hoarded junk.

During a long rest, you can cobble together a number of common, non magical items up to 25 golds worth. This can be items such as caltrops, ball bearings sand, flour, manacles, any object that has a gold value and is listed in the rules, or talk with your DM to come up with something not listed.

Example objects could include:
2 gold: A rope gag, as an action you may force an enemy to take a DC 15 athletics or acrobatics saving throw or be silenced until they take an action to attempt the save again.
1 gold: A paintball,  throw on an enemy as an action to give you advantage on tracking them as the paint drips behind them, or to reveal an invisible enemy. 

Alternatively, you can spend the long rest using your alchemists kit to create a single vial of acid, alchemist’s fire, antitoxin, oil, perfume, soap, or a healing potion. Other options may be possible, communicate with your DM to come up with something not listed. 

Once per short rest, you may also craft an item in this way on the fly as a bonus action, throwing together the items haphazardly to create the desired effect. 


Think on your Feet.

Starting at 3rd level, to you, everything is a tool to be used to your advantage. You have proficiency in improvised weapons. 

Cunning Plan

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

In addition, you can add your sneak attack damage to one instance of the damage of a nonmagical object, such as caltrops, so long as it does not take place on your turn

Use Magic Device

By 13th level, you have learned enough about the workings of magic 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.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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. You can’t use this feature when you are surprised.

Ingenious Rogue Image

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