Journeyman (5e Subclass)
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Journeyman
Rogues of the Journeyman archetype are those who have aspired to be professionals in certain trades, but have failed for one reason or another. These individuals use their learned skills and adaptability to help their allies in and out of battle. Most continue to work on these learned skills to retain the vast amount of work put into the learned trades.
- Sheer Skill
Beginning at 3rd level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may use this feature twice, and you regain all uses of this feature after you finish a long rest. The number of times you can use this feature increases to three at 11th level and four at 17th level.
- Trained Hands
When you choose this archetype at 3rd level, you gain proficiency in two artisan tools, and if you already have proficiency in it, you can double your proficiency bonus.
- Jack of All Trades
Beginning at 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Helpful
Starting at 13th level, you can use the bonus action granted by your Cunning Action to take the Help action.
- Scary Adaptable
Starting at 17th level, you have learned how to imitate your more powerful past and present peers. At the end of each long rest, you may choose one of the following abilities. You lose the ability as soon as you begin a new long rest.
- The Warrior: you have a +1 bonus to attack and damage rolls made with melee weapons.
- The Lucky Thief: you can reroll a Dexterity saving throw or skill check before the results of the roll have been announced. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
- The Seer: you gain advantage on Wisdom and Intelligence saving throws from magic.
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