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 |
|||
9th |
|||
13th |
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17th |
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.
Previous Versions
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3/29/2023 11:22:56 PM
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10/11/2023 10:43:39 AM
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