Base Class: Rogue
The fence buys and sells illegal goods, middle person for any information dealing, and the foundation for almost any thieves' guild. They could be working solo using their connections to play all sides, part of a small team, or funneling all the illegal goods a thief could hope for. They specialize in getting the deal done, knowing when are where to be or not be, making friends, and avoiding enemies.
Like A Local
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
You are able to spot subtle differences in style, mannerisms, and speech patterns if you given a opportunity to observe those traits for at least 1 minute. You have advantage deception or persuasion checks to pass yourself off as being a local or from the region when that may aid in conversation (getting better prices, finding out local lore, gathering information, etc.)
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Black Market Connections
When in a settlement you can find buyers and sellers of illegal items and information. If you spend at least an hour in a settlement that you have not previously established connections in, you can make an investigation check to find other black-market dealers. You are able to grant yourself advantage on this investigation check but if the check fails you run the risk of having a run-in with the local law. If you exceed the investigation check buy 5 or more you will find type of connection you were looking for (buyer, seller, informant, etc.). If you exceed the investigation check by 10 or more the connection you find has a chance to be more favorable to your needs (buyer has more gold, seller has better items, informant has more details, etc.). The DC will be set by the size of the settlement you are in (see below) but the DM may adjust the DC based on other factors within the settlement. Just because you can find the black market that doesn't mean they will be friendly to you so additional checks may be needed as determined by the DM based on past actions, reputation, or other factors.
If you have already established friendly connections in a settlement, the investigation check to find the previous connection will be made at advantage without incurring the penalty. If you are looking for a new connection then follow the rules as described above unless there are other factors that could aid in the search such as information gathered from another friendly connection.
If you are based in a settlement and established yourself for at least a month then you will gain passive income during downtime as seen in the table below but may be adjusted by the DM based on other factors. Once you have spent at least 3 months establishing yourself in a settlement, you can begin setting up a network and the passive income will continue even while not in the settlement based on the number underlings you have brought into your business. The effort of gaining underlings will be determined by your DM. Multiply the standard downtime income by your number of underlings and this will be your passive income and will be stored in your base settlement as you see fit. You can forgo the underlings income to have them accomplish tasks but the task may be outside the ability as determined by the DM. The maximum number of underlings will be 1/2 of your levels in rogue plus the settlement size modifier as can be seen in the table below. If you leave for extended periods of time, one of your underlings may attempt to take over your business and this scenario will be determined by the DM based on past actions, reputation, etc. You might also start attracting the attention of rivals or the law and this will be determined by your DM based on reputation, past actions, etc.
| Population | Settlement Size | Connection DC | Passive Income/week | Underlings |
| 20-80 | Thorp | 25 | 5sp | +0 |
| 81-400 | Hamlet | 20 | 10sp | +1 |
| 401-900 | Village | 18 | 3gp | +3 |
| 901-2,000 | Small town | 13 | 8gp | +5 |
| 2,001-5,000 | Large town | 10 | 13gp | +10 |
| 5,001-12,000 | Small city | 5 | 15gp | +15 |
| 12,001-25,000 | Large city | 5 | 18gp | +20 |
| 25,001+ | Metropolis | 5 | 20gp | +25 |
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Soul of Deceit
Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
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