Rogue
Base Class: Rogue

When you're worried about the traps and dangers involved in raiding an old dungeon or a decrepit temple, you need a Dungeoneer.

Dungeoneers excel at noticing and disarming traps, and in the case of treasure, nothing can stay hidden for long. In ruins are where Dungeoneers thrive, being able to locate secrets and access what would normally be locked out for people.

Quick Fingers

Starting at 3rd level, you can use a bonus action to use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Trap Sense

Starting at 3rd level, you have become accustomed to the darkest and deepest dungeons and their dangers.

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 30 feet. 

Additionally, you have advantage on any check made to find and determine the nature of traps. 

A trap, for the purpose of this feature, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the feature would assist in detecting an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but not a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

No Obstacle Too Big

Starting 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.

Eye for Treasure

Starting at 9th level, your experience with treasure has given you a knack for evaluating its value.

You can spend 1 minute inspecting an object. When you do so, you learn the object's approximate value, as determined by the GM. 

Additionally, you have a pool of d6 equal to your number of Sneak Attack dice. When you find gold, such as in a chest or looted from a corpse, you can expend a number of these dice up to your Proficiency bonus. Roll the expended dice, you find additional gold coins equal to the total rolled on the dice. You regain all expended dice at the end of a short or long rest.

You can use this feature only if you find at least 10 gold coins, and cannot use this feature if you are given gold, such as a reward or from a sale.

Lightfooted

Starting at 13th level, your delicate touch when dealing with traps can be expertly utilised for everyday use.

If you move no more than half your speed on your turn, you don't trip or activate any traps, and you have advantage on Dexterity (Stealth) checks. 

A trap, for the purpose of this feature, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the feature would allow you to pass by the area affected by the alarm spell, a glyph of warding, or a mechanical pit trap without triggering it, but it would not avoid a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

Prepared for the Worst

Starting at 17th level, you know that even the most skilled people can make mistakes, as such you are always prepared for the worst case scenario.

You have advantage on Dexterity saving throws against effects that you are aware of, such as traps and spells.

You have advantage on any saving throw against traps and trap effects, additionally, you take half damage from traps.

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