Rogue
Base Class: Rogue

You have learned tricks from various different classes that you have gone on adventures with.

Magical Study

Starting at 3rd level, you gain the use one cantrip of your choice from any spell list.You gain additional cantrips at levels  9, 13, and 17.

Intelligent fighter

When you choose this archetype at 3rd level, when you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your Intelligence modifier to your AC for that attack, potentially causing the attack to miss you. This stacks with the feat defensive duelist. 

Beast Companion

Starting at 9th level,

you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your rogue level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. 

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Sneak Healer

By 13th level, when you make a sneak attack against a character you can forgo your sneak attack damage to instead heal an ally. The ally has to be within 30ft of you. The amount healed is equal to your sneak attack die. You may only use this feature a number of times equal to your intelligence modifier.

A Tune of Time

When you reach 17th level, you gain proficiency with one musical instrument of your choice.

When you play this musical instrument you can distract foes. A number of times per day equal to your intelligence modifier you are able to charm any would be listener. Anyone who you designate must make a charisma save equal to 8 + your intelligence modifier  + your proficiency bonus. They become charmed by you as long as they hear your song. It takes an action to perform this and an action on each turn afterwards to maintain the song. If a charmed foe is attacked it gets to makes a new save versus this DC.

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