Base Class: Rogue
You've made a study of Crime and its various components, along with a particular knowledge related to a beings personal appearance, mannerisms, occupation, habits, and general situation. Your quick eye for detail and inference of clues allows you to be a master of deduction and logic, sometimes to a cold and impersonal degree.
Power of Observation
Starting at level 3. Your quick eye can discern details others overlook. You gain the Observant and Linguist feats, and in addition, you can understand any spoken or written language.
Master of Disguise
Starting at level 3. You have mastered the use of disguises. You gain proficiency with the disguise kit. You also gain advantage on Deception, Persuasion, and Performance checks while wearing a disguise.
Fencing Master: Parry/Riposte
At 9th level, You gain the ability to use your reaction once per turn to either A) Parry 1 non critical hit from a melee weapon attack, causing it to miss, or B) If a melee weapon attack misses you, use your reaction to make 1 melee weapon attack against that creature. Must be wielding simple, light or finesse weapons.
Keen Awareness
At 13th level. You are so observant of your surroundings, that you can no longer be surprised, and you gain advantage on Perception and Investigation checks.
Bonus Proficiencies
Starting at level 3. Choose 2 Bonus Proficiencies that you are not already proficient in from the following: Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Survival
Iron Mind
At 17th level. Your mind becomes like Iron. You cannot be invaded by telepathy, unless you allow it, and you become immune to psychic damage.
Previous Versions
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3/25/2021 4:02:27 AM
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