Base Class: Rogue
For some, suffering is a curse. For the skilled few, however, squalor can be turned into a blessing—a way of life, if nothing else. The Wretch lives a life of struggle, plagued by poverty and insecurity. Scarcely anyone can survive how the Wretch survives, and yet somehow, some way, they've managed to drag themselves up from the very brink of death by starvation and exposure, utilizing their frailty in ways others couldn't possibly imagine.
The Wretch's life hinges on their uncanny ability to remain a step ahead—and to them, anyone and everyone could be an enemy.
Pathetic
More often than not, when an enemy catches sight of you, they find you terribly unassuming—in some cases, they'll even decide that you're hardly worth the effort to try and kill. Once per round, after an enemy has declared an attack on you, you can use this ability as a reaction to force them to change their mind and attack someone else instead. Both you and your enemy roll a Strength check. If your roll totals to be lower than your enemy's, the enemy decides that you aren't a threat to them and turns their attention elsewhere. They cannot attack you again for three rounds, or until they succeed a Wisdom saving throw with a DC equal to 10 + your Deception modifier.
Ragged
Starting at 3rd level, while not wearing armor and not carrying a shield, your AC is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Unassuming
At 9th level, you gain the Hide in Plain Sight action, as per the Ranger ability. While in areas of civilization, you can slip into crowds, slouch against walls, or even lay motionless on the ground—doing so grants you a +10 bonus to Stealth checks made to hide, even when you don't have cover. You may also use this ability while outside of settlements, but you must use it to look like a corpse or sickly outcast, and the bonus granted to hide decreases to +5.
Conniving
At 13th level, you gain advantage on attack rolls against any creature that hasn't taken an attack roll, either because they are out of combat or because they haven't yet had their first turn in initiative order. You may also sneak attack any enemy within reach whose last attack was aimed at a creature other than yourself.
In addition, you gain advantage on all Sleight of Hand rolls against creatures who haven't yet struck you.
Manipulative
You have become an expert at making people pity you, and know exactly to take full advantage of it. A number of times per day equal to your Intelligence modifier, you can make a Deception check during combat to appear smaller and more frail than you actually are. An enemy creature must make a Wisdom saving throw with a DC equal to 10 + your Deception score, with disadvantage if they have attacked you since your last turn.
If the creature fails its check, you gain advantage on your next attack against it, and your sneak attack dice are doubled if the hit lands. This damage doesn't carry over—if your attack misses, you lose the bonus you would have received from a successful hit.
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