Rogue
Base Class: Rogue

Holding a torch, disarming traps, and breaking camp are just a few of the many things you can trust your guild supplied hireling to take care of for only 2 gold a day.

Level 3: Helping Hands

Years of service has made you twice as fast at mundane task.

As a Bonus Action, you can do 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 or 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.

Level 3: Combat Support

Sometimes adventurers could use a little advice. Not being in the heat of combat you notice holes in the enemies defense.

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

If you did not use sneak attack this turn one ally who received combat support can receive all benefits from sneak attack until the start of your next turn.

Level 9: Useful Knowledge

You've seen your fair share of adventurers slain not only by monsters but their own blundering stupidity as well.

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 13: Magic Device Exposure

In the act of helping others you have been exposed to many magic items, granting you the following benefits.

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

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.

 

Level 17: Efficient Helper

You are adept at lending a helping hand 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.

2 allies can benefit from your sneak attack this round.

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