Rogue
Base Class: Rogue

All that glitters... Even the stars. All things precious... Even your life. The legerdemaincer can steal it all- in the blink of an eye. What seems to be an outright magical knack for theft and skullduggery is really the result of an insatiable curiosity and preparedness: the legerdemaincer will find or make a way, if there isn't one. Using whatever tools they have available, they can craft just the right implement for the job, and pull off the impossible.

The grizzled human eyes the battlefield from his hiding spot, before pointing a finger and singling out his target. He can't see it, but he knows the gap in the evil knight's armor will be there- and that is where he strikes in a blur of motion.

Pulling up their goggles, the cheery blond gnome grins at their accomplices, having just finished crafting the device that will put the finishing touch on their masterplan to steal the crown jewels.

The warden frowns, realizing he's been had. The halfling quickly kicks the leg off a stool and starts fighting their way out, using the random object with such aplomb it was as if they'd been born wielding it. They hadn't seem so athletic, but somehow, they were able to jump and tumble to safety.

All these are the legerdemaincer. The legerdemaincer focuses on both preparedness and improvisation, and has a variety of talents available to wring every advantage they can out of a situation.

Makeshift Weaponry

You've learned how to be down but never out, adapting to your surroundings and even using surprising instruments to succeed in battle. You can add your proficiency to attack rolls with improvised weapons.

Trade Secrets

You've dabbled in many areas of legerdemain and thievery, and have learned how to make use of all your senses and talents. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Tools of the Trade

You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can take the time to create one set of tinker's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. The tools are nonmagical and not the most solidly constructed, and they fall apart when you use this feature again. You also gain proficiency with Tinker's Tools if not already proficient.

Handcrafted Artisinal Death-Dealing

Your craftsman's eye and experience with the fine details of combat have allowed you to know how to hit where it hurts, and have the right weapon for the strike. You can cast the True Strike cantrip as a bonus action once on your turn up to Intelligence modifier times before a short or long rest. By spending an hour with a weapon and tinker's or artisan's tools, you can increase the damage die class of a non-magical weapon you're proficient with by one size, up to 1d12; this bonus lasts until this feature is used again.

Exploit Magic Device

By this point in your career, you have learned enough about the workings of magic that 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.

Wellspring of Knowledge

Your wealth of knowledge has become so vast, even half-remembered or forgotten wisps of information float to mind at a moment's notice. If your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

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