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Thief

Thief

Thief.


You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.


Level 3 Feature:


Trained Professional.


If you are unsatisfied with a Perception, Investigation, or Sleight of Hand check you may reroll it, but you must use the second result. You must choose to do this before you know the outcome of your roll If you have disadvantage on a skill check you cannot use this feature.
Once during your turn you may use as a Free Action to make a Slight of Hand check to open a lock, disarm a trap, or pickpocket an item. Alternatively, you may use an object instead.


Nimble.


You gain the following benefits:
-You have a climbing speed equal to your walking speed
-You may increase your jump height, by your DEX modifier, and your long jump distance by 2 x your DEX modifier.
-All falling damage you take is reduced by half.
Additionally, when you use Cunning Action to Dash you can also gain the benefits of a Disengage. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.


Level 9 Feature:


Distraction.


As a bonus action you can select one creature within 30 ft to make an Intelligence save (DC = 8 + Intelligence or Charisma modifier).
If the target fails they receive one of the following effects:
-All Perception, Investigation, or Insight checks they make within 1 minute are made with disadvantage.
-The next attack roll made against this target before your next turn has advantage, and can score a critical hit on a 19 or 20.
You can use Distraction without being noticed, but if your target successfully makes the saving throw they immediately notice you. If you use this ability on the same target more than once an hour the target makes the saving throw with advantage. If a target successfully makes the saving throw they become immune to the effects of this ability for the next 24 hour.


Level 13 Feature:


Slippery Escape.


Any time the following conditions are met you may take a free Dash action without provoking attacks of opportunity:
-You are released or escape from a grapple or the restrained condition.
-You successfully make a DEX saving throw.
You can only take a free Dash action once each round, even if the conditions are met multiple times.


Level 17 Feature:


Think on Your Feet.


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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