Base Class: Rogue
You have survived by quick action, luck and fast feet. You are always focused on saving you own skin, always watching for a trap. You don't like to get right into the action, leaving the heavy lifting to others while you pick the enemy off from the shadows. Your Nervous Reactions give you a small advantage to keep ahead of your enemies, allies and anything else that scares you.You avoid trouble at all costs but that doesn't mean you can't be tricked or forced into adventure. Your archetype teaches you skills that will keep you alive at all costs; ever alert for danger you can keep your allies safe as well.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
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.
Nervous Reaction
Ever on edge you can use you nervous energy to give yourself an advantage. To do so you use your bonus action to gain one Nervous Reaction Die, a d4. Once within 10 minutes, you can add this die to the number rolled for one ability check, attack roll, or saving throw. You can add it after you roll a d20 but not after you have discovered from the DM if you succeeded or failed. Once it is rolled it is lost. You can only have one Nervous Reaction Die at a time. You can use this feature a number of times equal to your wisdom modifier (a minimum of once). You regain this skill after a long rest.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Unerring eye
Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.
Previous Versions
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