Rogue
Base Class: Rogue

Some people make a living by swindling the common man, others pull impressive heists and some sail the high seas in search for bounties. But you are most at home with a pick in one hand and a shovel in the other; stood in a long forgotten crypt of some long dead noble. Rogues who take on this archetype are naturally skilled explorers, and have grown accustom to working around the macabre. No trap or defence will stop you from reaching your payday.

Sixth Sense

When you choose this archetype at 3rd level, you learn to sense danger around you as if it were second nature. You gain advantage on Intelligence (investigation), Wisdom (perception) and Dexterity (sleight of hand) regarding checks made to find hidden traps or passages. You also gain advantage on all saving throws made against traps.

Tools of the trade

Also at 3rd level, your expeditions and travels have rewarded you with experience in special equipment that you have either crafted personally, or have mastered the use of. The amount of these tools you can have at a time is equal to your proficiency bonus. You may change the tools you have during a level up.

Some items will require a saving throw to be made against your Tool DC, which is equal to 8 + your proficiency bonus + your dexterity modifier.

Blinding powder

While not the most flashy or unique tool, this bag of crushed glass, sand and ink powder has served you well. You can use this feature a number of times equal to your proficiency bonus, regaining spent charges during a short or long rest. As a bonus action you can throw some of this powder into the eyes of surrounding enemies. Enemies within 5 ft of you must make a Constitution saving throw against your tool DC, becoming blinded and taking 1d4 slashing damage on a failure. You can use this feature a number of times equal to your proficiency bonus.

Bone whistle

Prerequisite: 6th level

This whistle has been carved from a bone resembling a human finger. When blown, it has these properties:

  • You know the exact location of all undead within 40ft of you.
  • A number of times a day equal to your proficiency bonus, you can play this whistle as an action for up to a minute. While you are playing the whistle, you are invisible to all undead equal to or below CR 1. You cannot make any other actions while playing the whistle this way without cancelling this effect.

Cluster bait

Some small stones dipped in animal fat wrapped around a small bag of gunpowder, all tied together with a long string is all you need for some effective bait for beasts, humanoids and ghosts alike. The string is 60ft long, and coils around the bait like a wheel. As an action, you can roll this concoction silently across the ground, keeping the string in your hand. You can then as a bonus action yank the string backwards, causing the gunpowder to ignite, sending flying off off one by one; mimicking the sound of movement. Creatures who can hear or smell this bait must make an insight check against your Tool DC, being fooled by the bait on a failure. You can craft a number of baits equal to your proficiency bonus during a long rest, regaining all spent baits during a long rest.

Filtration device

Prerequisite: 6th level

 This device could be an enchanted helmet, a mechanical mask or a leather filter and goggles that fits over the nose, eyes and mouth. While this device is equipped, you gain the following effects:

  • You are unable to communicate verbally
  • You cannot consume food or drink
  • You are immune to poison damage that is inhaled
  • You can see though obscured terrain such as smoke as if it was in dim light
  • You cannot be blinded through non magical means

Equipping and unequipping the mask takes an action, and only you can wear this mask.

Flash pellet

Prerequisite: 6th level

 This small steel capsule is attached to the end of a string contains a pile of small crystals that react violently upon contacts with the air. This item has a number of uses equal to your proficiency modifier, regaining expended uses on a long rest. You can toss the capsule up to 60ft away from you as an action, causing the pellet to rest on the floor. The string attached to the pellet can be pulled as a bonus action, exploding silently. Any creature within 15ft of the pellet must make a Constitution saving throw against your Tool DC, becoming blinded and deafened for a minute on a failure, repeating the saving throw at the end of each subsequent turn.

Grave breakers pick

This pickaxe has dug and broke many a grave, and it provides just as useful in a fight as it does breaking into a crypt. The pickaxe has the following properties:

  • The pickaxe counts as a weapon you are proficient in. It deals 1d4 piercing damage and has the Finesse, light, versatile(1d6) and special properties. This weapon ignores AC granted by shields.  
  • The pickaxe has advantage to hit unequipped objects or structures, and allows you to deal sneak attack damage to structures and objects.

Hair trigger holster

Prerequisite: 9th level

Sometimes a foe will launch themselves at you when you are not ready. You are prepared. Before initiative is rolled, you can make a ranged attack with disadvantage with one of your ranged weapons. The damage from this attack is made using sneak attack damage, unless you are surprised.

Improved grappling hook

Be it magical, well made or just customised; this grappling hook is just as useful in combat as it is in exploration. The grappling hook has the following properties:

  • This grappling hook counts as a weapon you have proficiency in. It deals 1d6 bludgeoning properties and has the Finesse, Reach and Thrown(30/60) properties.
  • As an action you can throw the grappling hook at a foe within 30ft of you, or within 60ft with disadvantage. The target must then succeed a saving throw against your Tool DC, becoming grappled on a failure. You can then as a bonus action move the grappled target (5x your proficiency bonus) ft towards you.

Lootbug

This small critter has been captured or purchased by you, and placed inside an old hooded lantern. This bug has a few curious abilities that makes their services invaluable to treasure hunters such as you. The lantern has the following properties:

  • The lantern sheds a blue bright light in a 10ft radius and dim light another 10ft
  • You know the general direction of the closest water source 
  • You always know the direction of north
  • Once per day, the lootbug is capable of casting Locate object at 2nd level. The bug will point towards the item item it is locating while the spell is active.

Luminescent pellets

You have crafted a compact ball of luminescent powder that dissipates, glows and sticks to anything it has been thrown at. You can use this feature a number of times equal to your proficiency bonus, regaining spent charges during a short or long rest. Choose a point within 30ft of you. Creatures within 5 ft of the chosen area must make a Dexterity saving throw against your Tool DC or have the following effects:

  • The creature cannot become invisible for the next hour.
  • The creature leaves a trail behind itself when it moves for the next hour, visible only to you. You have advantage on Wisdom (survival) checks made to track this creature.
  • The creature has disadvantage on all Dexterity (stealth) checks made within the next hour.
  • Ranged attacks made against this creature do not have disadvantage when attacking using their long range.

Paralysing powder

Prerequisite: 9th level

You have harvested a small bags worth of powder from some paralysing moss, mould or creature. As an action, you can toss this bag within 60ft of you. All creatures within 15ft of the chosen spot must make a Constitution saving throw, becoming paralysed until the end of your next turn on a failure. You have a number of uses equal to your proficiency bonus. A creature who has succeeded the saving throw or has been affected by the powder is immune to this effect for 24 hrs. You regain all expended uses during a long rest.

Poisonous fog

Prerequisite: 6th level

This small, round, leather sachet that resembles a canteen or potion bottle explodes into a cloud of green, poisonous gas when thrown. As an action, you can throw this sachet to a point within 60ft of you, causing a thick green fog to cover a 15ft radius around where it was thrown, lasting a minute before fully dissipating. All creatures within this cloud must make a Constitution saving throw against your Tool DC, becoming poisoned for a minute in addition to taking 2d6 + your rogue level poison damage on a failure. Creatures are not poisoned and suffer half poison damage on a success. Creatures outside the cloud can repeat their saving throw against the poison at the end of their turn. The green gas blocks out light, and heavily obscures the area. You can use this feature once per long rest.

Snail's absinthe

Prerequisite: 6th level

 This odd brew of alchemical agents and liquors numbs the body and sooths pain, providing a momentary opportunity for rest. You can brew a number of potions equal to your proficiency bonus during a long rest. A creature can only benefit from this potion once per long rest. The brew has the following properties:

  • Creatures who drink this potion are able to expend their hit-dice over the course of 10 minutes, as if they were taking a short rest. However, you do not regain any expended abilities or spell slots from this quick rest.
  • In addition to spending hit dice, you gain temporary hit points equal to 2d8 + your rogue level that last until a short or long rest.
  •  You have disadvantage on all Strength saving throws made until the next short or long rest.

Songbirds whistle

This small carved whistle is used by explorers for a variety of purposes, serving as a navigational and danger sensing tool. The whistle has these properties.

  • This whistle allows the user to communicate in Thieves can't up to 150ft. The whistling sounds like the chirping of birds or bugs to those who cant understand Thieves can't.
  • As an action, the whistle can be blown facing a pit, tunnel or chasm. You will then learn from the returning echo if the distance between you and the obstacle is less or greater than 150ft in depth or length.
  • As an action, you can blow this whistle as a high pitch. You will know the general direction of covered passages or holes within 30ft of you, but not the exact location.

Token of luck

Prerequisite: 9th level

 You aren't sure how or when you found this token, but you are sure that you feel luckier with it on you. As a reaction, before a creature rolls a check or save, you can roll a d8 and add or subtract the total from the d6 from the final result. You can use this token a number of times equal to your proficiency bonus, regaining spent charges during a long rest.

Tomb raiders cocktail

This custom brew is widespread amongst dungeon delvers or explorers as it provides a rush of energy to the drinker, though its strength causes painful headaches. You have as many cocktails equal to your proficiency bonus. Each creature can only benefit from the cocktail once per long rest. A creature can drink this cocktail to receive the following benefits:

  • You regain 2d4+4 hitpoints
  • Your movement speed increases by 10 ft for an hour 
  • You have advantage on all Dexterity (acrobatics) checks made for an hour
  • You have disadvantage on all Wisdom saving throws made for an hour

Vanishing pellets

Prerequisite: 9th level

You have collected a small amount of pellets containing the gas of a underground plant or animal that can disappear at will. As an action, you can throw this at your feet to turn invisible until the end of your next turn. The next attack you make while invisible like this deals an extra amount of damage equal to your rogue level. You can use this feature a number of times equal to your proficiency bonus, regaining expanded charges during along rest.

Vipers kiss

Prerequisite: 6th level

 You are able to coat weapons or ammunition with a custom poison of your own brew. Once per short rest, for a minute your attacks made using the poison receive the following benefits:

  • Attacks with the weapon deal an extra 1d4 poison damage.
  • After any successful attack, the hit creature must make a Constitution saving throw against your Tool DC, becoming poisoned until the end of your next turn on  a failure.

Wailing stone

Prerequisite: 6th level

 This small amber rock, when cracked, releases a high pitched wail that attracts the attention of the undead. Once per long rest, you can throw this stone to a point within 60ft of you, and all undead within 30ft of the stone must make a Wisdom saving throw against your Tool DC, being captivated by it on a failure. Captivated creatures are considered charmed, and will spend all of their movement to move towards the place the stone was thrown. The wailing lasts for a minute, at the end of which all undead are no longer charmed. If you or an ally attack a captivated creature they are no longer considered charmed, and can fully resist its effect.

Any non-undead creature within the radius must also make a Wisdom saving throw against your Tool DC, becoming frightened on a failure creatures who are frightened in this way will spend all of their movement moving away from the stone until they are no longer within its radius, at which point the frightened condition fades.

Warning stone

Prerequisite: 9th level

This small, carved stone rests on a chain around your neck, or as a bracelet on your hand. This stone heats up in response to incoming danger. You gain the following benefits:

  • You can add your proficiency bonus to your initiative rolls.
  • You cannot be suprised

Venomous oppertunist

Starting at 9th level, you gain a new way to use your sneak attack feature; you are able to use sneak attack on a creature that is poisoned, rather than requiring advantage. In addition to this, a creature with the poisoned condition that suffers sneak attack damage suffers an additional 2d4 + your proficiency bonus poison damage.

Residual dart

Also starting at 9th level, you learn how to make poisonous darts from the residue your tools collect while exploring dirty, rotten areas. As an attack action, you can throw one of these darts to a creature within 30ft of you, or 60ft with disadvantage. You are proficient in these darts. When hitting a creature the dart deals 1d4 piercing damage, in addition to this, the creature must also roll a Constitution saving throw against your Tool DC, becoming poisoned for a minute on a failure. A poisoned creature can repeat this saving throw at the end of their subsequent turns. 

You have a number of darts equal to your proficiency bonus, regaining all expended darts during a long rest.

Master of exploration

Starting at 13th level, your experience in delving into unknown tombs or catacombs has not gone unrewarded, you gain the following effects:

  • You cannot unknowingly activate a non-magical trap.
  • You cannot get lost inside burial environments except by magical means. Such environments include tombs, temples, gravesites, etc.
  • You become immune to disease and the poisoned condition.
  • You gain resistance to poison damage.

Master poisoner

Starting at level 17, your poisonous brews have the ability to harm even the most resistant foes. You gain the following features:

  • You ignore resistance and immunity to the poisoned condition.
  • You always deal maximum poison damage. 

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