Rogue
Base Class: Rogue

While most intelligent creatures flock together for safety, seeking to establish rules of law and banish the savage and vagrant outliers from civilization, seditionists seek to bring savagery and unrest with them into any bastions of civilization they visit. Chaos tends to make questions of morality and justice fade into the background in favor of survival and domination of opposing forces, and the seditionist is happy to supply aid--to any and all sides of the conflict.

The ultimate goal of the rogues that seek to destabilize the world around them is finding more avenues to ply their craft--mostly in search of more wealth than  could be found robbing the odd nobleman's house. Some creatures just like to watch the world burn, however, and revel in the chaos they sow. Each has their own motivations, but their goals are almost always evil.

Scapegoat

Beginning when you choose this archetype at 3rd level, you gain some mastery over the subtle manipulation of your enemies. When you make a successful attack on a creature that is unaware of your presence, you can immediately take the Hide action. If the target fails its Perception check to notice you, it attributes the attack to a random creature it can see and becomes hostile toward it, even if it considers that creature an ally.

Walk the Walk

Also at 3rd level, you develop an adept sense for patterns and can easily track the mannerisms and behaviors of others. While in dim light or darkness, you have advantage on Performance checks made to impersonate other creatures.

Fire Starter

At 9th level, your propensity for stoking the flames of revolution takes a more literal twist. You gain proficiency with Alchemist's Supplies and Tinkers’ Tools, or Expertise in either if you are already proficient. You also learn how to make 2 special types of explosives: firebombs and time bombs.

 

  • Firebombs. Firebombs are tools designed for spreading panic and dealing lasting damage. They have a radius of 20 feet and deal 4d6 fire damage on detonation. A creature can make a Dexterity saving throw to take half damage from the blast. A creature that fails is set ablaze and takes an additional 2d6 fire damage at the start of their turn for 1 minute, or until they or another creature use an action to extinguish the flames. Flammable objects and terrain in the radius are ignited, and the flames spread 10 feet per round for 1 minute, or until they are extinguished.
  • Time bombs. Time bombs are a bit of an oxymoron--after all, the explosion is instant. It’s the fuse mechanism that’s unique. Utilizing this delayed blast mechanism you can craft a firebomb or regular explosive and safely set a countdown lasting up to a number of hours equal to your Intelligence modifier. If you attempt to set a timer for a longer period of time, make an ability check with your Tinkers’ Tools. The DC for this check equals 10 + the number of hours above your safe limit. If you fail this check, the explosive will detonate at a random time within the next 2d12 hours (determined by the DM).

 

 

Dissident Whispers

By 13th level you are a master at sowing the seeds of discontent among the general populace. If you spend 7 days and 50 gold pieces, you can covertly work the population of a small town or village into an uproar over the practices of its local government, creating a base of operations for yourself and your party. The people of this population center will shield you from figures of authority and provide you food and housing for a period of up to 7 days, after which time you must repeat the process or issue commands to mobilize the population in insurrection.

If you overstay your welcome, or if you are caught taking hostile actions against the people, those people will either turn on you, move to revolt without your guidance, or simply banish you and your allies. Regardless, life within the area will return to normal within 1d6 + 1 days.

Riot

At 17th level, your mastery of creating panic and anger has reached new heights. Once per day when you make a successful sneak attack against an unaware creature in an area you have destabilized using Dissident Whispers, instead of hiding you can make a Deception check to pin blame for the attack on a nearby figure of authority. If the target fails it’s Insight check it becomes hostile to that creature and all associated entities, and all creatures within 100 feet are drawn into combat between the two parties. This combat lasts for 1 minute or until the rioters are outnumbered 2 to 1 or law enforcement is outnumbered 3 to 1, at which time the minority party will attempt to flee.

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