Rogue
Base Class: Rogue

A Reckoner knows the ways of black markets, debts, and illicit dealings. Through intimidation, disguise, and deception, you force others to comply, and when necessary, you know how to make a person, a corpse, or an entire transaction disappear without a trace. You are familiar with the hidden channels of the criminal world, able to fence stolen goods, forge identities, spread rumors, and turn fear and leverage into weapons. Whether you collect debts for a gang, solve problems for a patron, or remove obstacles for your own gain, you understand one truth above all others: true reckoning is not merely about bringing a target down, but about ensuring that every consequence vanishes with them.

Level 3: Black Market Network

3rd-level Reckoner feature

You gain proficiency in the Intimidation skill. If you already have proficiency in it, your proficiency bonus is doubled for any ability check you make that uses it. You also gain proficiency with thieves’ tools and the disguise kit.

Whenever you finish a long rest, choose one of the following black market connections, which remains active until you finish your next long rest:

  • Poison Dealer: You gain one vial of basic poison.
  • Forger: You gain one believable forged document or a set of temporary identity papers.
  • Scavenger: You can thoroughly remove the mundane traces left by your presence during that long rest. Nonmagical Intelligence (Investigation) checks and Wisdom (Survival) checks made to determine whether anyone stayed there are made with disadvantage.
  • Intelligence Broker: You have advantage on the next Charisma (Intimidation), Charisma (Deception), or Intelligence (Investigation) check you make related to local criminal factions, black market dealings, or contraband trafficking.

In addition, in a town, settlement, or other area with active criminal activity, you can always locate an underground channel within a few hours for fencing stolen goods, forging identities, obtaining contraband, spreading rumors, or securing a hiding place. When you sell stolen goods or items of questionable origin, you can typically command a higher price, as determined by the DM.

Level 3: Extortion Clause

3rd-level Reckoner feature

Once per turn, when you deal Sneak Attack damage to a creature, you can force that creature to make a Wisdom saving throw. The save DC equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is frightened of you until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If a creature succeeds on this saving throw, it has advantage on saving throws against this feature for the next 24 hours.

Level 9: Nothing Left Behind

9th-level Reckoner feature

When a creature that you damaged within the last 1 minute dies, you can choose one of the following effects:

  • Disappear Without a Trace: As a bonus action, you can cause the corpse, any nonmagical items it is carrying, and any bloodstains or obvious signs of death it left behind to become invisible for 1 hour. Detecting these hidden traces requires a successful Intelligence (Investigation) check against a DC equal to 8 + your proficiency bonus + your Dexterity modifier.
  • Destroy the Evidence: You can spend 1 minute altering the corpse and the scene so that the death appears to have been caused by an accident, a brawl, a beast attack, or some other imprecise cause rather than a deliberate killing. For the next 8 hours, creatures have disadvantage on checks made to determine the true cause of death.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 13: No Escape

13th-level Reckoner feature

When a creature that is frightened of you and that you can see within 60 feet of you moves on its turn in a way that increases its distance from you, you can use your reaction to make an opportunity attack against that creature, even if it hasn’t left your reach.

Before making that opportunity attack, you can teleport to an unoccupied space you can see within 5 feet of that creature. If the attack hits, that creature’s speed becomes 0 for the rest of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 17: Compound Interest

17th-level Reckoner feature

When you deal Sneak Attack damage to a creature that you also hit on your previous turn, the attack scores a critical hit on a roll of 19 or 20, and the creature takes one extra die of your Sneak Attack damage.

If that attack is a critical hit, the creature is frightened of you until the start of your next turn, and this effect requires no saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
4/20/2026 9:12:29 AM
1
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes