Rogue
Base Class: Rogue

You're a criminal in ways all dashing and dastardly. Thieves, burglars, cutpurses, bandits, the list goes on. Where a world of treasures and security exists you perform to break that security - find loopholes, crawl in the tight spaces, shatter even the walls of magical will for your gain. Combine that with an affinity for stealth, speed and agility, and it's hard for your enemies to ever really know you were there in the first plac

Fast Hands

As a bonus action, you can perform one of the following:

Sleight of Hand: Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools

Use an Object: Take the Use an Object action, or use a magic item that requires an action to use.

Second-Story Work

You have trained to reach especially hard-to-reach places, granting you these following benefits:

Climber: You gain a climb speed equal to your speed. On your turn, you can move on a ceiling without making an ability check, provided there is at least one handhold during the move, but you fall if you end the turn there without a handhold.

Jumper: Your jump distance is determined by your dexterity rather than your strength.

Superior Stealth

When you take the hide action, your speed increases by 15. Additionally, when you do take this action outside of an obscured area or cover, you are considered an unseen attacker to all creatures you would typically be hidden from until the end of your turn. If you finish your turn behind three-quarters cover or full cover you are considered hidden until an action would break your stealth.

Arcane Larcenist

You gain the following benefits:

Wards: Whenever you make a Thieves' Tools check on a magically sealed lock, you can spend a minute to analyse its wards. The next check made against the lock ignores any magical defences placed on the lock.

Charges: Whenever you use a magic item property that expends charges, roll a d6. On a 6, you can use the property without expending any charges.

Scrolls: You can use any Spell Scroll, regardless of spell list restrictions. If the spell is a Cantrip or a 1st-level spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

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.

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