Rogue
Base Class: Rogue

While some rogues pick up their craft from organized crime or sticky-fingered mentors, you have gained your skills from the insects, rodents, and other vermin that reside in the nooks and crannies of urban sprawl. By observing the movements and abilities of these creatures, you have become adept at living in the shadows of the city.

Pestspeech

When you choose this archetype at level 3 you gain the ability to cast the Druidcraft cantrip. Additionally, you can cast the spell Speak With Animals without needing to use a spell slot. Once you use this ability you cannot use it again until a short or long rest is taken.

Animal Insight

You have spent time studying the movements of creatures in the city to hone your craft. When you choose this archetype at 3rd level choose one of the animals below to gain their skills.

Your animal might be an animal related to those listed here but more appropriate to your origins.

Cat

You have developed a dexterousness similar to the stray felines that prowl the rooftops and alleys of the city. You gain a climb speed of 20ft. Additionally, when you take fall damage you always land on your feet, and you may roll a number of d4 equal to your proficiency bonus and reduce the damage by the total.

Cockroach

You have honed your senses and resiliency like that of the insects that prowl in the cracks and crevices of urban sprawl. You have advantage on any perception checks related to the sense of smell. Additionally, if you take bludgeoning, piercing, slashing, force, or poison damage that would reduce you to 0 hit points, it instead reduces you to 1 hit point. Once you use this ability you cannot use it again until after a long rest.

Crow

You have learned the value of a flock from your avian teachers. When a creature you can see deals damage to you or an ally, you can give an ally within 30ft of you advantage on their next attack against that creature provided you can see them. You may use this ability a number of times equal to your proficiency bonus, and you regain expended uses on a long rest.

Opossum

You have picked up a natural hardiness to the harshness of urban life. You have advantage on saving throws to resist poison and disease and you gain resistance to poison damage. Additionally, you gain the ability to cast the Feign Death spell once with the following modification:

-The spell’s duration is 10 minutes.

Once you use this ability, you cannot use it again until after a long rest.

Rat

You have learned how to slip out of even the most dire situations. As long as you are size medium or smaller you can move through the space of any creature regardless of size, and doing so does not count as difficult terrain for you. Additionally you have advantage on ability checks to escape a grapple.

Pied Piper

Starting at 9th level you gain the ability to persuade a creature to aid you in your endeavors. You may cast the Dominate Beast spell at 5th level. Your spellcasting ability for this spell is Wisdom or Charisma (choose when you gain this ability). Once you use this ability you cannot use it again until a long rest is taken.

Pied Piper - CHA

You may cast the Dominate Beast spell at 5th level. Your spellcasting ability for this spell is Wisdom or Charisma (choose when you gain this ability). Once you use this ability you cannot use it again until a long rest is taken.

Pied Piper - WIS

You may cast the Dominate Beast spell at 5th level. Your spellcasting ability for this spell is Wisdom or Charisma (choose when you gain this ability). Once you use this ability you cannot use it again until a long rest is taken.

Vermin Strike

By 13th level you have learned to incorporate the teachings of your animal mentors into your fighting style. Choose one of the following animals to influence your combat abilities. You may choose the same animal as before or a different one.

Cat

You have learned how to apply your agility in battle to reposition quickly. When you deal sneak attack damage to a creature, you may move up to half your movement speed without triggering attacks of opportunity. You can use this ability a number of times equal to your proficiency bonus. You regain these uses on a long rest.

Cockroach

You have learned the art of unsettling your opponents in combat. When you deal sneak attack damage to a creature you may let out a disturbing hissing noise. Any creature within 5 feet of you must succeed on a Wisdom saving throw (Spell save = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you for 1 minute. You can use this ability a number of times equal to your proficiency bonus. You regain these uses on a long rest.

Crow

You become adept at taking what you want, even in the throws of battle. When you deal sneak attack damage to a creature you may attempt to take something from the creature you damaged. The creature must make a dexterity saving throw (DC 10+your dexterity modifier), and on a failure you may take one object being held by the creature or on the creature’s person. You can use this ability a number of times equal to your proficiency bonus. You regain these uses on a long rest.

Opossum

You become skilled at avoiding the ire of combatants. When you deal sneak attack damage to a creature you may become invisible to that creature until the start of your next turn. Taking damage from another creature or dealing damage ends this effect early. You can use this ability a number of times equal to your proficiency bonus. You regain these uses on a long rest.

Rat

You become hard to strike in the fray of combat. When you deal sneak attack damage to a creature your AC increases by 3 until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus. You regain these uses on a long rest.

Join the Swarm

At level 17 your affinity for the creatures of the city has grown so strong you can now call them forth to assist you in battle. When a creature you can see dies within 30 feet of you, you may use your reaction offer up the body to conjure a swarm of vermin.

  • The summoned swarm appears where the body was located and is friendly to you and your companions. Roll initiative for the summoned swarm, which has its own turns. The swarm obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.
  • The swarm uses the Vermin Swarm stat block.
  • The swarm disperses after an hour.

Once you use this ability you cannot use it again until after a long rest.

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