Base Class: Rogue
A rogue subclass that specializes in deception and swindling. Swindlers are expert con artists who know how to use their charm and wit to manipulate their targets into parting with their money or secrets. They have a natural talent for reading people and can detect vulnerabilities that they can exploit. Swindlers are also skilled at creating false identities and covering their tracks, making them difficult to catch. While not the most combat-oriented subclass, Swindlers excel at outsmarting their enemies and turning situations to their advantage.
Fast Talker
Starting at 3rd level, you gain proficiency in the (Deception) skill. In addition, when you make a Charisma (Deception) check, you can use your bonus action to add your proficiency bonus to the check.
Dirty Tricks
At 9th level, you gain the ability to pull off a variety of underhanded tactics to gain an advantage in combat. When you take the Attack action, you can use a bonus action to make a Dirty Trick attack against a creature within 5 feet of you. Roll a d20 and add your Dexterity modifier and proficiency bonus to the roll. If the total exceeds the target's AC, you can choose one of the following effects:
- Distract: The target has disadvantage on its next attack roll.
- Disarm: The target drops one held object of your choice.
- Trip: The target falls prone.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after a short or long rest.
Get Rich Quick
Starting at 13th level, you have advantage on any Charisma (Persuasion) check made to negotiate a price for goods or services. In addition, you can use your bonus action to make a Charisma (Persuasion) check to convince a creature to give you a small amount of money (up to 10 gold pieces) or an item worth a similar amount. The creature must be willing to part with the money or item, and it must be within 10 feet of you.
Con Artist's Luck
At 17th level, you gain the ability to cheat fate and avoid danger. Whenever you fail an ability check, attack roll, or saving throw, you can use your reaction to reroll the d20 and choose which result to use. Once you use this feature, you can't use it again until you finish a short or long rest.
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