Base Class: Rogue
A loveable rogue with strong people skills. Never far from trouble, but always dancing on its edge.
Above Average Hands
At level 3 as a Bonus Action, you can do one of the following.
Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a pocket.
Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action.
Redirection
At level 3 you can manipulate creature's intentions slightly.
You gain the following benefits:
• If you are within weapon melee range of a creature making an attack or casting a spell/using an item/using an innate ability with a range greater than self, you may use your reaction to move the attack/spell/ability to a different creature or point within 5 feet of the intended target. You may use this ability once per short rest.
Talented and Fortunate
At level 9 you gain expertise in one of your known skills, and every Pure Luck roll is made with advantage, with the DM choosing the better result. Pure Luck rolls are when the DM requests "roll a d20" or "roll a d100" with no modifiers.
Wordless Speech
At level 13 your ability to pass ideas through body language have become legendary.
As long as a creature can see you and has an intelligence of 3 or greater, you can convey your intended thoughts to it without speaking. This does not immediately mean you understand the creature's attempts to communicate back.
You gain a 'Distraction Attack' that you may use in addition to any other attacks during your attack action. This action forces one creature or group of creatures(your choice) within a 10ft radius to make a saving throw versus your deception DC(8+your charisma modifier + your proficiency bonus + another proficiency bonus if you have expertise in deception) and on a failed save they become distracted, attacking at disadvantage on their first attack that takes place before the beginning of your next turn.
Thief’s Reflexes
At level 17 you are 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.
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