Rogue
Base Class: Rogue

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Swift Hands

Beginning when you first pick this archetype at 3rd level, you can use the bonus action granted by your Cunning Action to perform either of the following:

  • You can make Dexterity(Sleight of Hand) check to steal from someone.
  • You can use your thieves' tools to disarm a trap or open a lock. 
  • You can use the [Tooltip Not Found] action.

In addition, once per short or long rest, if you use your Cunning Action to perform an action or effect other than the [Tooltip Not Found] action, you can take the [Tooltip Not Found] action as part of that same bonus action.

Off the Radar

Also at 3rd level, you gain a climbing speed equal to your walking speed, and you can use your Dexterity modifier, instead of Strength, for calculating your jump height and distance.

In addition, whenever you successfully use a Sleight of Hand check to steal an object, as long as it is Tiny or Small (DM’s discretion on the specifics of an object) you may immediately conceal it flawlessly on your person, or put another object of the same size you possess in its place.

Supreme Infiltrator

At 9th level, you gain the following features:

Supreme Sneak. You have advantage on all Dexterity(Sleight of Hand) and Dexterity(Stealth) checks, as long as you don’t move more than half your speed on the same turn.

Silent Fall. Whenever you fall, you can use your reaction to reduce any falling damage you take by an amount equal to your level + your Dexterity modifier. If you do, any noise your fall makes is reduced to nothing.

Opportunistic. Whenever a creature misses you with a melee attack, you can use your reaction and make a contested Dexterity(Sleight of Hand). On a success, you may steal any one item that is not being held or worn by the target.

Magic Item Connoisseur

Starting at 13th level, you have learned enough about the workings of magic and the items you’ve stolen that you can improvise the use of them even when they are not intended for you. You gain the following benefits:

  • You ignore all class, race, and level requirements on the use of magic items.
  • You can attune to up to four magic items at once. At 17th level, you can attune up to five magical items at once.
  • As long as you have access to a library, a black market, an organization that’s friendly to you or another similar resource with enough knowledge or knowledgeable people, you may spend 1 hour digging around for information about a magic item you have in your person. After the hour, you gain the knowledge granted by the identify spell, as if it was cast on the item.

Thieves' Reflexes

By the time you’ve reached 17th level, you have become the best at being fast on your feet. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised, and on this second turn, your movement speed increases by 15 feet and you don't expend the use of your Swift Hands feature if you use it.

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