Base Class: Rogue
Using your wits and charm you've developed a style all of your own. Tricks and gadgets are the name of the game. Some call it foul play but that's just the talk of those who don't know what it means to thrive. Why actually invest time and energy into the mystic arts or life skills when you know all the dirty tricks to getting what you want in life. Who can really stop you anyway.
Tools of the Trade
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to activate hidden compartments that contain three useful tools. Those tools are Flash Powder(3 uses per long rest), Poison Point(3 uses per long rest), and C.R.G (Chloroform Reaction Glove)(1 use per long rest). These tools can be used outside of combat and you are immune to its effects.
- Flash Powder: A finely made powder that can blind and deafen a target for up to 1 minute. DC 10 Constitution
- Poison Point: A tiny needle that is hidden in your wrist, on contact it inflicts a level of exhaustion per prick for 1 hour. DC 13 Constitution
- C.R.G: A air tight glove that released just enough chloroform to knockout a medium size target for 3 hours. DC 15
Silver Tounge
When you choose this archetype at 3rd level, you gain expertise in either Deception, Persuasion, or Intimidation. In addition you gain access to the Charm Person spell which you can use 3 times per short rest.
Expertise in Deception
You gain expertise in Deception
Expertise in Intimidation
You gain expertise in Intimidation
Expertise in Persuasion
You gain expertise in Persuasion
Those who fight and Run Away...
At 3rd level you may attempt to run from the battle while stealing any valuables along the way. On average the user must pass a DC 13 Dexterity(Stealth) check and then a DC 10 Strength(Athletics). These values are subject to change based on location, environment, creature type, and DM discretion. The stolen valuables range between coins, trinkets, tools, and even consumables. Again these values are subject to change based on location, environment, creature type, and DM discretion.
..Live to Fight another Day
Five rounds after you've fled battle you may return in any position on the edge of the battle field that makes logistical sense. In addition you move to the top of the turn order. This also applies to showing up late to battle.
Con Man
You can sell things at double the price and buy things at half the price. In addition, you may perform the "Make a Deal" action inside of or outside of combat as long as the creatures intelligence is above 10. DC 15 Intelligence.
Night Life
Between the hours of 6pm-6am, you gain an additional plus two to your CHA and INT modifiers as long as you are alone. In addition you may go a night without sleep with no negatives. However if you skip two nights in a row your exhaustion increases to level three.
Opportunist
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
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