Rogue
Base Class: Rogue

The Dungeoneer goes by many other names; looter, tomb raider, 'archeologist'. But what is true in all these cases is the unwavering pursuit of what lies deep within the forgot corners of the world, and the skills to deal with the dangers that can be found there. An expert at disarming traps, solving puzzles, navigating perilous ruins and delving into the deepest and darkest dungeons, the Dungeoneer excels in the places where the darkness deepens and the gold glitters.

Trap Master

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to attempt to disarm traps. If failing to disarm a trap this way would trigger the trap, you can instead use your action to make a second attempt to disarm it. If you choose not to use your action this way, you don't have your action available, or fail to disarm the trap a second time, the trap still triggers.

Apply Leverage

Starting at 3rd level, if a locked, jammed or barred object would require a Strength ability check to force open, you may instead use Intelligence.

Back To The Wall

Starting at 9th level, if you are adjacent to a wall or object that would provide total cover, attacks made against targets on the same side of that wall or cover have advantage.

Dungeon Sense

By 13th level, you have developed an intuition for identifying traps and hazards when exploring. You can cast find traps without requiring any components. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short rest.

Saboteur

When you reach 17th level, you have become skilled at turning hazardous environments into weapons at your disposal. Weapon attacks made by you against creatures in cover, or adjacent to a wall or object at least one size larger than them score a critical hit on a roll of 18–20.

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/10/2020 8:14:58 AM
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