Rogue
Base Class: Rogue
 

Wizards often require specific reagents for their potions and magic item creations.  Vain nobles relish collecting rare and ancient artifacts to display in their manors.  You are the one trusted to retrieve such materials and lost treasures from the deepest caverns, the one called on to delve into decrepit edifices to bring back a long forgotten object.  If something is buried in the darkest recesses underground, long ago last seeing the light of day, word on the streets says that you are the one that can find it . . . for a small price of course.

This archetype focuses on those who seek to explore dank crypts, subterranean caverns, and web-filled ruins.  Through cunning wits and outstanding agility, you solve cryptic puzzles and avoid treacherous traps to reclaim lost prizes in order to fulfill your contracts.  You battle primeval guardians and skulking denizens, sometimes barely making it out alive, but always with you stash of treasures to fund your next excursion.

Quick Build – this archetype recommends putting your second highest ability score in Intelligence rather than Charisma.

 

A MIND FOR MAPS

When you choose this archetype at 3 level, your years of poring over wrinkled and/or faded maps grants you uncanny knowledge in the layout of far-off places.  You gain advantage on Wisdom (Survival) checks to find your way through underground environments and dense aboveground surroundings (eligibility at DM’s discretion).

FAMILIAR TACTICS

Also at 3 level, your understanding of opponents’ habits and tendencies guides you in battle, allowing you to anticipate their moves before they act.  You gain a bonus on your initiative rolls equal to your Intelligence modifier.

DEFT MOBILITY

By 9 level, you’ve put your nimbleness to the test often enough that you’ve become adroitly graceful on your feet.  Your walking speed increases by 10 feet.  Additionally, when you fall 10 feet or more and are conscious, you can make a Dexterity (Acrobatics) check (DC = ½ the height fallen) to expertly tumble out of the fall for no damage.

CATALOGUED ARTIFACTS

At 13 level, your extensive research has taught you enough about the intricate workings of magic devices that you can improvise the use of items even when they are not intended for you.  You ignore class, race, and level requirements on the use of magic items.  You still need to become attuned to items that have such a requirement

STICK WITH ME

Starting at 17 level, you can extend your uncanny reflexes to those around you. Your allies within 5 feet of you can use their reaction to reap the benefits of your Uncanny Dodge ability.  You can also share the benefits of your Evasion ability to allies within 5 feet of you. 

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