Rogue
Base Class: Rogue

Some call them cheats, others dirty, but really when it comes down to it, these are simple pragmatists- who see no reason to play by any rules when death is on the line. Winning is winning, regardless of how you got there.

You gain proficiency in deception, or expertise if you are already proficient.

You gain proficiency with Tinker's Tools as well as the Poisoner's Kit.

 

Bag of Tricks

As an action, you can use a trick. You know 2 Tricks at any time, and can swap them out at the end of a long rest. You gain an additional active trick at level 7 and 15. You must have a free hand to use a trick.

Trick DC = 8 + proficiency bonus + Dex mod

 

Concussive Smash

You bash the hilt of your weapon or fists against the side of your target’s skull. Make an unarmed strike against your target. On a hit, deal damage as normal and the target makes a Constitution save against your Trick DC. On a failure their movement speed is halved and are unable to take a reaction until the end of their next turn.

Greasy Leaky

You spill out some oil, duplicating the effect of the grease spell over an adjacent 10ft square, including duration. Anyone on that square or that walks on it must make a Dexterity save against your Trick DC or fall prone. In case it wasn’t obvious, the oil is flammable.

Gut Punch

You attempt to knock the wind out of a target. Make an unarmed strike against your target. On a hit, deal damage as normal and the target makes a Constitution save against your Trick DC. On a failure, they are silenced until the end of your next turn.

Jar of Urine

While this Trick is prepared, you can create a Bottle of (your) Urine if you spend a minute urinating in a bottle. When you use this trick, make an improvised “weapon” attack adding your proficiency when using this trick. This "weapon" can be smashed on a target within melee, or thrown (10/30). On a hit, the target takes damage from the “weapon” as normal and is stunned until the start of their next turn. You can only have one bottle of urine at a time.

Putty Patch

You attempt to unbalance a weapon by attaching some weighted putty while you are within range of the weapon. The target makes a perception check against your Trick DC. If they succeed, you are unable to stick it on. On a failure, you stick the putty on the weapon. Until they use an action to remove it, their attacks have a -2 penalty to hit.

Sand Swipe

You hurl sand or some other substance in an attempt to blind a target within 5 feet of you. The target makes a Dexterity save versus your Trick DC. If they fail, they become blinded. As an action, the target or another creature can clear their eyes and the target regains sight.

Taunting Swagger

You hurl a prepared taunt at an opponent, and if they can hear and understand you, they must make a wisdom save against your Trick DC. On a failure, they must move as close as they can get to you and attack you if possible on their next turn.

Trap Scatter

You scatter some type of obstacle, such as sharp stones, over a 5ft square adjacent to you. These are treated as caltrops (bag of 20).

Opportunity Strike

When a creature misses a melee attack against you, you can make a melee attack with a light weapon you are holding as a reaction against them. If you apply sneak attack to this, you can not use it on your turn.

Tanglefoot Bag

You’ve finally finished designing your Tanglefoot bag, consisting of high quality netting, weights, adhesive, and chicken feathers. As an Action, you can throw the tanglefoot bag up to 20 feet. Make a ranged attack against the target, treating the bag as an improvised weapon you’re proficient with. On a hit, if the target is touching the ground, the target's speed becomes 0, and it can't benefit from any bonus to its speed for 1 minute. The target must make a Strength check against your Trick DC to avoid falling prone as well. If the target is flying with wings and is hit, it immediately falls. Once it hits the ground, it is affected as a creature touching the ground would have been.

On its turn, the target can spend its action to make Strength save against your Trick DC. If successful, the creature is no longer affected. The netting can be attacked by other creatures, and is treated as if it had an AC of 15, 30 HP, immunity to all conditions, immunity to psychic and poison damage, and vulnerability to fire damage. Any attack made against the net splits the damage between the net and the restrained target, each taking half (rounded down) before applying vulnerabilities or immunities. Attacks can be made against either the net or target exclusively by taking disadvantage on the attack roll.

You can use a short rest to attempt to create a Tanglefoot Bag if you have sufficient materials. You must make a successful DC 17 Tinker Check and it costs 250 gp in materials for each bag.

Effortless Cheat

You have practiced your tricks so often that it's become second nature to you. The ease at which you can give yourself an edge has allowed for you to interweave them into your attacks. When you apply sneak attack damage to an attack, you can use one of your prepared Tricks immediately afterwards.

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