Rogue
Base Class: Rogue

Not every rogue lives in the shadows with a dagger drawn—some prefer to let others do the bleeding while they pull the strings. The Dealer is a master of subtle influence and illicit opportunity, weaving a quiet empire from whispers, secrets, and carefully placed coin. To outsiders, they're little more than a charming face in a smoky tavern or a shadow slipping through the back door of a noble’s estate. But to those who know, the Dealer is the one you see when you need something no one else can get—no questions asked.

They specialize in illegal deals, high-stakes exchanges, and morally gray favors. Contraband, forbidden knowledge, smuggled relics, blackmail—nothing is too risky, so long as the price is right. The Dealer doesn’t just trade in goods; they trade in people’s desires, weaknesses, and silence. Their true weapon is negotiation, backed by an uncanny understanding of leverage, timing, and when to disappear.

No one really knows where the Dealer came from or who they serve—only that when they show up, the game is already in motion. Whether working with thieves’ guilds, manipulating nobles, or staying two steps ahead of the law, the Dealer always gets the better end of the bargain.

Level 3: Bargain Specialist

You gain advantage on insight, persuasion and intimidation checks.

Level 3: Toxic Precision

You've mastered the subtle art of venom and violence. Once per turn, when you deal Sneak Attack damage, you can apply a special poison effect of your choice:

  • Neurotoxin: The target must succeed on a Constitution saving throw (DC = 8 + your Dexterity mod + proficiency bonus) or be stunned until the start of its next turn.

  • Hemotoxin: The target takes additional poison damage equal to half your Sneak Attack damage at the start of its next turn.

  • Hallucinogen: The target has disadvantage on attack rolls until the end of its next turn.

You can use this feature a number of times equal to your rogue level per long rest.

Level 9: Ghost in the Crowd

Your mastery over disguise and social perception allows you to vanish in plain sight, becoming a whisper among many. When you're within a crowded area or surrounded by a group of creatures, you can use a bonus action to melt into the crowd for 1 minute. During this time:

  • You gain advantage on all Deception, Stealth, and Charisma (Persuasion) checks to remain unnoticed or mislead others.

  • Creatures have disadvantage on Wisdom (Perception) checks to detect your presence, and if they fail their check by 5 or more, they forget you were ever there.

  • You can take the Hide action even while being observed, as long as you're within a group of people or in a populated area.

  • If you remain undetected for the full duration, you can move up to your speed without provoking opportunity attacks as the crowd provides cover for your movements.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 13: Silver Tongue

Your ability to manipulate others through words has become a potent tool in your arsenal. At 13th level, you gain the following benefits:

  • Persuasive Charm: When you make a Charisma (Persuasion) or Charisma (Deception) check, you can add a bonus equal to your proficiency modifier to the roll. This bonus applies even if you don’t have proficiency in the skill.

  • Sow Doubt: As a bonus action, you can subtly plant confusion in a creature’s mind. Choose one creature within 30 feet that can hear you. The target must make a Wisdom saving throw (DC = Your rogue level). On a failed save, the target has disadvantage on its next attack roll or ability check before the end of its next turn. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.

  • Impersonate: After spending at least 10 minutes observing a creature’s mannerisms and speech, you can attempt to mimic their voice and behavior. You can make a Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you succeed, you can impersonate them for up to 10 minutes, during which you can mimic their speech patterns and voice convincingly. This effect ends early if you say something that the target wouldn’t normally say.

Level 17: Eagle Eye

Your sharp intellect and unparalleled observation skills allow you to uncover hidden truths and secrets with remarkable ease. At 17th level, you gain the following benefits:

  • Quick Study: You can study a creature, object, or environment for a short time to gain deeper insight. As an action, you can focus on a subject within 30 feet for 1 minute. After this time, you gain advantage on Intelligence (Investigation), Wisdom (Insight), or Intelligence (Arcana) checks related to that subject for the next hour. Additionally, you can discern if the creature is hiding any obvious physical weaknesses or vulnerabilities.

  • Tactical Mind: When you make an Investigation check to gather information, you can add double your proficiency modifier to the roll, provided that you are actively searching for useful or hidden details. This includes finding secret doors, hidden traps, or uncovering clues in puzzles or mysteries.

  • Perceptive Insight: Once per long rest, you can use your action to focus on a creature or situation and gain a brief moment of clarity. You can learn one piece of useful information about a creature you can see (such as their emotional state, an unspoken weakness, or something they may be trying to hide). This insight lasts for 10 minutes and may help you make more informed decisions or interactions.

Dealer Image

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