BR:Burglar

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Burglar

Burglars are well versed in the arts of picking locks. They are able to find their way into areas that others would believe to be inaccessible. They can even sneak into even the most secure of noble houses and escape detection.

Adventuring burglars are usually sought out by mercenary companies for their resourcefulness in exploring dungeons, palaces, and places where others might be stopped by locked doors or secret passageways. These agile, silent, and curious prowlers find the challenge of a tricky lock or an open window irresistible and always find a way to slink away with pouches full of treasure.

Burglar Features
Level Feature
3rd Trap Finder
9th Lightfoot
13th Delay Trap, Mislead
17th Misdirection

Trap Finder

When you choose this archetype at 3rd level, you have gained an intuitive sense to understanding the presence and dangers of traps. You gain advantage on Willpower (Perception) checks to find traps and secret doors. You also gain advantage on Agility (Sleight of Hand) checks or when using Thieves' Tools to disable a trap.

Additionally, you become vigilant to the effects of traps. You gain advantage whenever a trap forces you to make an Agility saving throw. You also gain a +1 bonus to AC when a trap makes an attack roll against you. This bonus increases to +2 when you reach 9th level, +3 at 13th level, and +4 at 17th level.

Lightfoot

Beginning at 9th level, you instinctively move softly and quietly. You gain a passive Agility (Stealth) score equal to 10 plus your Agility (Stealth) modifier and can no longer trigger alarms or traps that rely on weight, such as pressure plates or trip lines.

Delay Trap

Starting at 13th level, if you are within 10 feet of a trap that has been triggered you can use your reaction to make a Thieves' Tools check against the trap's DC to attempt to delay the trap. On a successful check, you delay the trap until the end of your next turn. If you critically succeed the check, you successfully disable the trap, preventing it from activating.

Mislead

Also at 13th level, when a creature you are aware of fails a Willpower (Perception) check to detect you, you can use a bonus action to use sounds, mirrors, decoys or other clever tactics to mislead them. A creature that has been misled might move their investigation to another area or abandon their search altogether. A misled creature has disadvantage on additional Willpower (Perception) checks to find you again while you remain hidden.

Misdirection

At 17th level, when a melee attack that targets you misses, you can use your reaction to force the attack to strike another creature within range of the attack. The creature rerolls the attack against the new target.