Base Class: Rogue
I was inspired by the Thief franchise to cook something a little more useful than the thief class (in my opinion). This is meant to provide useful abilities and more heavily roleplayed combat. I hope you all like it!
Adjustable Vision
Starting at 3rd level, Sitting in darkness for 10 minutes or being awoken by an ambush allows you to gain 30 feet of darkvision.
This effect ends once exposed to bright light. (ie. Sunlight, Torches, Campfire, etc)
Silent Analysis
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. While your Silent Analysis feature applies to a creature, your Sneak Attack damage against that creature increases by 1d6 (increases to 2d6 at level 8, and to 3d6 at level 14).
This benefit lasts for 1 minute or until you successfully use this feature against a different target. The number of uses per long rest is equal to your wisdom modifier.
Second-Story Work
When you choose this archetype 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.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Superior Mobility
At 13th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
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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