Rogue
Base Class: Rogue

Not a great fighter at first, the Escape Artist thrives when running away, searching for a safe path through a dungeon, or loosing their enemy trackers at their heel, with an array of tricks as well as sharp instincts.

Step 1: Subterfuge

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and the skill of Deception. You also learn one language of your choice.

Additionally, you have advantage on Deception checks when trying to mimic the speech patterns and/or accent of a creature, if you speak that language, for up to 10 minutes, enabling you to misdirect them about your presence as an outsider.

Step 2: Ready to run

Starting at 3rd level, you can make a Perception check as a bonus action when looking for a dangling key hanging from the outfit of a guard, a way out of entrapment, and similar means to escaping danger that don't rely on combat whenever your melee range is reached or, when you are hit by an attack or spell. Additionally, if the Perception check is successful your next Disengage action in this encounter can move double your movement speed.

Step 3: Manipulating the odds

Starting at 9th level, if your adventuring group is immobilized, stunned, frightened, or otherwise unable to escape a situation, you can make an Investigation check, which if successful gives you the opportunity to execute one of the following maneuvers:

  • An Acrobatics check, which if successful let's you manipulate the means of captivity in a way that frees yourself and/or your group (at the DM's discretion).
  • A Deception check against the Intelligence of one of your captors, that if successful leaves a means of escape available to you or your allies (at the DM's discretion).
  • A Sleight of Hand check, to free yourself and your whole group within minimal time, and to no opposing notice.
  • An Acrobatics check, intelligently moving yourself to give advantage to a party member in disrupting the means of capture through brute force with an Athletics check of their own.

(The Dungeon Master determines if the situation at hand can be foiled by one of the maneuvers when the usage of this feature is announced by the player).

Step 4: Their traps are your traps

Beginning at 13th level, you know contraptions, mechanisms and traps better than your own story. When you identify a trap or contraption along your path you can use a Thieves' Tools check to take over the mechanism changing the requirement for it to spring, it's damaging functionality into a beneficial functionality, or making it frail and certain to break a single time, turning it against it's owner, as well as making it safe for you and your group to pass by it freely.

 

(The Dungeon Master determines if the usage of this feature is valid or not on a case-by-case basis).

Step 5: When you have to fight

Starting at 17th level, your sharp mind perceives details at an augmented rate. If you find yourself in a combat situation, you may once a round add your Intelligence modifier to your attack roll, ability check, or saving throw, as well as add it as an additional damage modifier for the duration of 10 minutes.

Once the combat is resolved you must succeed in a Wisdom saving throw (DC 13) or have disadvantage in all skill checks until a short or long rest.

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