Rogue
Base Class: Rogue

A Dungeon Guide is the ultimate rogue subclass, the original thief archetype from AD&D, to lead a group of adventurers through a dungeon safely. They excel at locating and disarming traps, unlocking doors and chests, finding secret rooms and passageways, and stealthily scouting ahead of the rest of their party. 

Dungeon Delver

Starting at 3rd level, you are at home guiding parties through dungeons and have acquired the Dungeon Delver feat. 

Tool Master

You have double proficiency in the use of thieves' tools and work at advantage when opening locks or disarming traps.

Trap Monkey

You gain double proficiency in the Investigation skill and in Perception in order to better find traps and secret doors/passageways. 

Supreme Sneak

Starting at 9th level, you have advantage on DEX (Stealth) checks if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.

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