Rogue
Base Class: Rogue

Those who fit the bill of the Enigma Subclass have often seen untold horrors and suffered horrible losses. They often learned and mastered obscure skills that many would never hear of during their journeys. Enigmas often derive from the "Haunted One" background.

Flawless Climbing

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

Martial Disarm

Starting at 3rd level, you can use a bonus action to disarm an enemy when within 10ft.
You and the target both roll 1d20. If:

  • The user gets the higher roll, the opponent is disarmed and the weapon flies 20ft left or right (your choice). If There is a wall blocking the chosen direction, the weapon lands in the tile against the wall.
  • The target gets the higher roll, the user takes 3d6 bludgeoning damage and are thrown prone.

Visions

At 5th level, you can use an action to meditate and see possible outcomes of your next fight.
After using this, the user can apply advantage to 3 saving throws or 3 attacks of their choice for 6 turns.

Past Experiences

By 8th level, you have gotten used to the monsters of this world and the next. They can't trick you, and you know their weak-spots. You roll all checks and attacks with advantage against creatures with the following Alignments:
Chaotic Evil
Chaotic Neutral
Neutral Evil
Lawful Evil

Living on Instinct

You have become so accustomed to your surroundings that, even without your eyes, you can see everything around you. You can even peer into the ethereal realm. When your eyes are covered or you cannot see with normal sight, you gain 60ft of Truesight.

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