Base Class: Rogue
Rogues of this subclass are born into intricate crime families. Even if they are not born directly from those already within the family, their indoctrination into one of these organizations happened at a very young age. Working for the family is all you have ever known. The family itself is more than a guild, but a status symbol in the communities where they are found. You are quite familiar with the family business and who are the major players who make the organization work as a whole.
Family Reputation
3rd Level Bloodline Rogue feature
The family syndicate the rogue belongs to has a reputation of its own. The rogue will learn how to use this reputation to their advantage. To get respect within the syndicate they must help maintain this reputation. In turn the syndicate’s reputation will grant the rogue certain benefits. Their reputation for being tough and loyal to the family will allow them to add their constitution bonus to initiative rolls and intimidation skill checks. Additionally, to aid the syndicate in its operations they will also be skilled in the use of artisan toolset (the family profession) and their choice of either land or water vehicles.
Land Vehicles
You have been taught how to operate land vehicles.
Water Vehicles
You have been taught how to operate water vehicles.
Getting Down to Business
9th Level Bloodline Rogue feature
The rogue has become so practiced in family dealings that they have become second nature. Their reputation for being a tough, no-nonsense member of the organization will allow them to add their proficiency bonus to constitution saves. Also, they have been taught several dirty-fighting techniques. Even if they do not have advantage against an opponent, they are now able to deliver half-normal sneak attack damage (rounded down) to the first person they strike during any turn. For combat purposes (and the method used to deliver this damage,) the damage delivered during one of these attacks is bludgeoning. If they happen to strike this opponent at advantage normal sneak attack damage will apply. When this is not the case, they can use one of these "dirty fighting maneuvers" a number of times equal to their proficiency bonus between long rests.
If the rogue already has the resilience to constitution feat, they should choose another type of resilience. The bonuses will not stack.
Foreground/Background
13th Level Bloodline Rogue feature
The rogue has become a master of standing out or blending into a crowd whenever they wish. Using this ability in combat requires a bonus action. Outside of combat this ability is considered a free action. Any use of this ability requires at least four individuals to be in the area; the rogue, an ally, and two others. The rogue can use this ability once per point of proficiency per long rest, and each use has a maximum duration of one minute.
If they use this ability in social situations, they can use it either of two ways; either to be the center of attention or maintain anonymity. When used to be the center of attention, they chose one person in the same area as them they wish to impress. Both the rogue and the target must be able to see and understand each other. Once the rogue activates this effect, the rogue will add their proficiency bonus to all charisma skill rolls with that figure. If the rogue chooses to use this ability for anonymity, they will be able to hide right in the middle of any crowd. Witnesses will not be able to recognize any distinguishing characteristics about the rogue later. The effect is like a disguise self spell except others may remember the disguise but not the rogue.
When used in combat the rogue can choose to attract attention or blend into the crowd. When used to attract, the rogue will choose a single target on the battlefield to taunt. Once the rogue activates this ability that target will have disadvantage against all other opponents (except the rogue) until it is attacked or harmed by someone other than the rogue. If the rogue wishes to use this ability to deter attention away from them everyone (allies and enemies) who attempts to target the rogue must make an Intelligence save (DC 8 + Intelligence modifier + proficiency) or be forced to choose another target. If someone breaks this effect, the effect will be broken only for them. The effect will still apply to all others until the rogue does something to attract attention to them (like attack someone, cast a spell, etc.)
At this level the rogue will also further their knowledge of the family business and gain expert-level skill in a toolset they are already proficient.
Steal Reaction
17th Level Bloodline Rogue feature
The rogue has become so masterful of drawing individual's attention that they can use opponent's reactions against them. If an opponent within a 30'-foot range of the rogue uses a reaction maneuver, and the rogue has not yet used their reaction during that turn, the rogue can disrupt that opponent's reaction with a bonus attack against that opponent. This bonus attack will hit at advantage, and a successful hit will negate that opponent’s reaction no matter what it was (opportunity attack, fighting maneuver, reactionary spell, etc.) If the rogue's attack misses, the bonus attack will fail to disrupt the opponent's reaction maneuver.
When the rogue uses this maneuver, the rule assumes that are using a missile weapon. If they already have a ranged weapon in hand (missile or throwing) the rule assumes that was the weapon used in this maneuver. However, if the rogue is within 5' feet of the target, they will be given the option to use a melee weapon instead. If they do not have a missile weapon equipped, any throwing weapon on them can be used for purposes of this attack. If this is still not an option, the rogue can just simply throw a (1d2 hit points of bludgeoning damage) rock.
For purposes of damage, this maneuver will cause weapon damage plus the rogue's dexterity modifier. However, if the rogue still has their sneak attack or any of their dirty-fighting maneuvers available, they can use either of these two options in conjunction with this attack. These later options will however cancel the additional damage from the dexterity modifier as the rogue will only be able to use one option, and they do not stack.
Previous Versions
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