Base Class: Rogue
You have devoted yourself to seeking lost and hidden treasures. Mere riches are not the goal, but rather magical artifacts or other unique prizes, though there’s nothing wrong with earning some coin in the process. This may require delving into ancient, trap-infested ruins, rummaging through antiques in an old shop, or sneaking into a noble’s manor, as long as there is something special to be found. Some are guided by pure instinct, while others through extensive study. In the end, any treasure hunter worthy of the name can sniff out treasure with ease, but the best acquire their treasures safely, and without getting caught.
Sixth Sense for Secrets
When you choose this archetype at 3rd level, you develop a sixth sense for detecting secrets and hidden objects. You know when something is hidden within 30 feet of your character. This can include objects such as magical items (excluding those being carried by yourself or a party member), a trap, a hidden door, or any sort of quest objective. However, you do not know the location of the object, the nature of the object, or how many objects there are, only that something secret is within your detection range. This feeling fades when all secrets within range are discovered.
Fall Back
Starting at 3rd level, you learn to remain cautious, always alert for attacks and traps. When you are subject to an effect that would cause you to take damage (an attack, a damaging magic spell, or the effects of a trap), you can move up to half your speed as a reaction. This movement doesn’t provoke opportunity attacks.
Experienced Hands
By 9th level, your experience working with your deft hands allows you special knowledge and insight. When you make a dexterity check using thieves’ tools or sleight of hand, you can add either your wisdom or intelligence modifier to the roll (your choice).
Preparation
By 13th level, you know to always be prepared for any situation. You can’t be surprised while you are conscious. Additionally, you, and any friendly creatures within 15 feet of you, gain a bonus to initiative rolls equal to either your wisdom or intelligence modifier (your choice).
Mirage
Starting at 17th level, you can give the illusion of being somewhere other than where you are. You can use your cunning action to take the Hide action under any circumstances, and when you do, you can create a mirage of yourself, rendering you undetectable to any creature that does not possess truesight or tremorsense. The mirage can be created anywhere within 20 feet of you and lasts until the end of your next turn. The mirage is dispelled if it is separated from you by more than 20 feet, attempts to move through a solid object, is the target of an attack, is hit by a damaging area effect, you make an attack, you cast a spell, or you take damage. The mirage moves when you move, up to your speed, and can be used to flank creatures. If you attack a creature that is flanked by your mirage and has not detected you, your sneak attack damage increases by 3d6 against that creature. Alternatively, if you attempt a dexterity check (sleight of hand) with advantage on a creature that is flanked by your mirage and has not detected you, you may reroll one of the dice once.
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