Rogue
Base Class: Rogue

You delve into the shadowy realms of the criminal underworld, establishing a network of contacts that provides you with unparalleled insights into illicit activities.

Black Market Connections

 At 3rd level, you have developed a network of contacts within the criminal underworld, granting you a keen insight into the illicit trade. You gain proficiency with the Investigation skill if you don't already have it. Additionally, you have advantage on checks to identify and appraise the value of contraband, stolen goods, or illegal substances.

 

Contraband Cache

 Starting at 3rd level, you have an assortment of hidden compartments and caches that you can use to hide items. You can use your bonus action to retrieve a small object or item from one of these caches. The object must be no larger than a dagger, and it can't be a magical item or a creature. You have a number of contraband caches equal to your Dexterity modifier (minimum of one), and you regain all expended uses when you finish a long rest.

 

False Identity

At 9th level, you've perfected the art of creating and maintaining false identities. You can create a false identity with such detail that it can withstand even magical detection. You have advantage on saving throws against spells and effects that would reveal your true identity, and you can create a new false identity in a matter of hours, complete with documents, if necessary. You can do this once per long rest 

 

Hidden Stash

At 13th level, you can create a hidden stash of valuable goods in a secure location of your choosing. You can store up to 500 gold pieces worth of items in this stash. You can access this stash from anywhere as long as you have access to your network. Additionally, when you find valuable items or treasure, you can choose to leave some of it in your hidden stash, ensuring that you always have a backup plan for your wealth.

 

Master of Deceit

At 17th level, you've become a master con artist, capable of convincing even the most skeptical of individuals. When you succeed on a Charisma (Deception) check, the target remains charmed for a duration of 1 minute. Additionally, you can make a Charisma (Deception) check contested by the target's Wisdom (Insight) check to make them believe a single statement that would normally be unbelievable. If you succeed, they believe your statement for 1 minute or until evidence to the contrary is presented.

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