Rogue
Base Class: Rogue

Most rogues prefer to work alone, using their talents in sneak, steal and shadow to achieve their goals. You are not one of those rogues. You have learned that working alongside others is beneficial to your interests: You can rely on them for aid in any mutually beneficial missions, and there is someone else to pin blame on if things don't go to plan. By joining an agency of seasoned "accomplice" rogues like yourself, you learn a variety of skills in both tactics and arcana, to ensure no only survival, but mission success.

Innocent Bystander

3rd Level Accomplice Feature

When you choose this archetype at 3rd level, you learn how to hone your skills in perceived blamelessness. Whenever you make a deception check to plead innocence or deny involvement in tasks you have been involved in, you may roll the check with advantage.

Additionally, whenever you make a performance or sleight of hand check to disguise one behaviour or action as another, you may also roll that check with advantage.

Specialised Support

3rd Level Accomplice Feature

At third level, you become an agent of a specialist order of accomplices, to better hone your skills in an area of support. You can choose between becoming an Agent of Finding, an Agent of Knowledge, or an Agent of Vision. Alternatively, you can determine it randomly using the Specialist Accomplice table.

d6

Specialist Accomplice

Spellcasting Ability

1-2

Agent of Finding

Wisdom

3-4

Agent of Knowledge

Intelligence

5-6

Agent of Vision

Charisma

Agent of Finding

You develop a talent for finding what you need, when you need it. You gain access to spells aligned to your specialism now, and again at 9th, 13th and 17th level.

Agent of Knowledge

You become adept at understanding what is, what was, and what could be. You gain access to spells aligned to your specialism now, and again at 9th, 13th and 17th level.

Agent of Vision

You develop your skills in seeing and hearing things that others cannot. You gain access to spells aligned to your specialism now, and again at 9th, 13th and 17th level.

Limited Spellcasting

3rd Level Accomplice Feature

When you reach 3rd level, you learn the guidance cantrip. You can cast it at will, and for you, it has a range of 30 feet when you cast it. You may also cast this spell as a bonus action a number of times equal to your proficiency bonus.

Specialist Accomplice Spells

In addition, you gain access to specific spells depending on your specialism. The Specialist Accomplice Spells table shows the spells that you learn as you gain levels in this class. You can cast each spell twice, and you regain all expended uses when you finish a long rest.

Class level

Agent of Finding

Agent of Knowledge

Agent of Vision

3rd

find familiar

identify

detect magic

9th

locate object

augury

see invisibility

13th

locate creature

divination

arcane eye

17th

find the path

legend lore

scrying

Spellcasting Ability

Your spellcasting ability depends on your specialism. The Specialist Accomplice table shows you your spellcasting ability, and you use that ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a rogue spell you cast.

Spell save DC = 8 + your proficiency bonus + your specialist accomplice modifier

Spell attack modifier = your proficiency bonus + your specialist accomplice modifier

Quick Getaway

9th Level Accomplice Feature

Starting at 9th level, you become more skilled in helping your allies escape dangerous situations without harm. When you use your cunning action to dash or disengage from an enemy, you can choose a friendly creature within 10 feet of you that can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Spot Defenses

13th Level Accomplice Feature

Beginning at 13th level, your skills in spotting and sharing information about enemies defenses becomes unparalleled. When you deal sneak attack damage to a creature, you can highlight the weaknesses that allowed you to overcome their defenses (no action required by you). Friendly creatures within 60 feet that can see or hear you gain advantage on attack rolls against that creature until the start of your next turn.

Once you use this feature, you cannot use it again until you have completed a short or long rest. Beginning at 17th level, you have two uses of this feature, and you regain all expended uses when you finish a short or long rest.

Grandmaster Accomplice

17th Level Accomplice Feature

At 17th level, your skills as an accomplice transcend your specialism alone. After weaving the teachings of finding, knowledge and vision, you learn the true seeing spell. Once you cast this spell, you cannot cast it again until you have completed a long rest.

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