Actually I can do better than the Barbarian. Let's go with a "pure Martial" (whatever that is). Let's look at some higher level Rogue abilities.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an
ancient 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.
Ok so this is a pretty famous example, as it's never made any sense how a Rogue can, off turn, without moving, standing on an open field, take no damage from a Fireball dropped on his head. Even from it's earliest version in Oriental Adventures back in 1e, this is a power that defies belief, but persists because...it's popular I guess?
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or
invisible creature within 10 feet of you.
Again, no explanation, not even a training montage of training in darkness. Though since there is now a fighting style that replicates this, I suppose we can just shrug and carry on.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
So wait, what is it about being a Rogue that gives you "mental strength" again? What kind of training grants this? Well, again, the existence of the Resilient Feat I suppose gives this a pass.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t
incapacitated.
Here's another fun one. So you can be blind and deaf, attacked by an invisible foe, but nope, nobody gets advantage on you. How did you get this fantastic danger sense? Given that this is pretty similar to 3e's Uncanny Dodge, I'm sure it gets a pass in a lot of people's heads, but...
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
And now the Rogue can simply will themselves to succeed, in strict defiance of reality. If that's not supernatural, I'll eat my PHB!