|+8||Sleight of Hands|
Weapons: Simple Weapons, Crossbows, Longswords, Rapiers, & Shortswords
Armor: Light Armor
Tools: Thieve's Tools, Tinkerer's Tools, & Herbalism Kit
4 Healing Salves
I'm slow to make new friends, but once I do, I'd risk my life for theirs.
Nothing is more important than the other members of my family.
I don't know how to live without my friends.
You have a red panda's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1D4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
You have proficiency in the Perception and Stealth skills.
Your very being has been intertwined with raw infernal energy. You have resistance to fire.
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in a seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Starting at 3rd level, you are difﬁcult to pin down during a ﬁght. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
At 5th level, you can use this reaction in conjunction with the Uncanny Dodge feature.
When you choose this archetype at 3rd level, you gain proﬁciency in the Nature and Survival skills if you don’t already have it. Your proﬁciency bonus is doubled for any ability check you make that uses either of those proﬁciencies.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Background Features & Gadgets
Mind For Machines
You have a keen eye and a natural intuition when it comes to scavenging materials for new inventions and coming up with inspiration for new ideas. When investigating and searching your surroundings you are very adept at locating materials that can be used to create new machines and may also become inspired with an idea for a new machine to try building.
Additionally, you can use your tinker’s tools to create larger, more complex inventions if you have the available time and resources to do so. The time and resources, as well as the inventions that can be created, should be discussed with the DM.
Using a combination of your dextrous claws and the grappling-based technology integrated within your suit, you are able to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands completely free. This Grappling Gear can be activated as a bonus action, lasting for 1 minute.
This gadget can be used once per short or long rest, as you must take the time to repair and reset the grapping gear within your suit.
As an action, you can toss out a small canister of smoke, creating a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
This gadget can be used once per short or long rest, as you must take the time to rearm the canister with fuel to create more smoke.
Flash Bang Grenades
As a bonus action, you activate your custom-made boots containing your newly designed rocket propulsion system within the heels. Your jump boost is tripled until the start of your next turn as you are sent soaring through the air.
This gadget can be used once per short or long rest as you must take the time to repair and rearm the boots with enough fuel to propel you once more.
As an action, you pull out a large, weaponized flamethrower, constructed from an oil canister and a series of scrap metal, releasing a torrent of flames upon your enemies. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
This gadget can be used once per short or long rest as you must take the time to reload and/or repair the flamethrower for another use.
Features & Traits
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
The major events and journals in Trash's history, from the beginning to today.