Rogue
Base Class: Rogue

This is the Operative rogue.

I Know a Guy

Upon choosing this archetype at 3rd level, you gain a network of connections. Upon making any social checks, you may choose to gain advantage by invoking the name of a "colleague" once per short rest. You can also roll a d4 once per long rest to see if you can call in a favor and gain the assistance of an allied creature on this plane, and succeed on a 4. 

Upon reaching 13th level, you successfully gain assistance on a 3 or 4.

Pick Your Poison

Upon choosing this archetype at 3rd level, you find yourself well equipped to create poisons to use at your mission's discretion.

You may choose one dose of the following options per long rest:

Assassin’s Blood (Ingested, Contact, or Injury): A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Drow Poison (Ingested or Injury): This poison is made only in a place far removed from sunlight. A creature subjected to this poison must succeed on a Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a  Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled): A creature subjected to this poison must succeed on a Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit (Contact): A creature subjected to this poison must succeed on a Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Pale Tincture (Ingested): A creature subjected to this poison must succeed on a Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.

Torpor (Ingested): A creature subjected to this poison must succeed on a Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.

Truth Serum (Ingested): A creature subjected to this poison must succeed on a  Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.

The DC of the poison = 10 + Your Proficiency Bonus + Your INT modifier. Only one poison can be equipped at a time, and any creation of a new poison renders the old poison inert.

That's My Mark

Upon choosing this archetype at 3rd level, your network of "colleagues" can assist you in gaining some insight on a creature. Once per long rest, you may choose a creature to ask around about and make an Investigation check. The DC of this check is 10 + the creatures CR. If you succeed, you gain advantage against this creature for all combat, and you gain any pertinent and accessible information regarding this creature according to your DM's discretion.

At 17th level, if you Uncanny Dodge against damage from a creature you have Investigated, you can reflect the full damage against that creature and take none of the damage.

Under Cover of Night

Upon reaching 9th level, you gain access to the pass without trace under dim and dark conditions and can use it at will. While in dark or dim conditions, creatures relying on darkvision treat you as invisible.

I've Got Friends All Over

Upon reaching 13th level, you can reach out for aid from an extraplanar ally that is aligned with your organization. You can cast the spell planar ally once per long rest by invoking the runes hidden in your organization's crest. The creature will only do something that aids the organization, and will not go against the organization or any members therein.

A Favor Returned

When you reach 17th level, you can can reflect the damage that you have halved from an uncanny dodge and return it to the sender as part of the same reaction. This includes spell attacks and ranged attacks.

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