Rogue
Base Class: Rogue

Rogues who dedicate themselves to the pursuit of knowledge and enlightenment. Vagabonds and urchins who, by the grace of the flame of knowledge were able to rise above their station. Theives and scoundrels who have become learned of the wider world and seek to share their knowledge with others so that they two may walk out of the shadows. The Promethean is one who lights the way forward; learning from the past, to better understand the present, so that they may pass their knowledge on to the future.

Scholarly Attainment

When you choose this archetype at 3rd level, your time and studies dedicated to enlightenment have given you a sense of greater purpose, leading you to share your knowledge to enlighten others. You gain proficiency in Intelligence (History) checks and learn the Produce Flame cantrip.

Thief of Flame

At 3rd level, you can steal the inner flame from your enemies. When you successfully hit a creature with a melee attack, you can steal a piece of their inner flame, dampening their spirits and forcing them to make a Wisdom saving throw against your save DC (8 + your Intelligence modifier + your proficiency bonus) or suffer the following effects for 1 minute.

  • The target’s speed is reduced by 10 feet.
  • You can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
  • The target has disadvantage on Constitution saving throws.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and regain all uses upon finishing a long rest. Whenever you suffer damage while in possession of a flame you must succeed on a Constitution saving throw with a DC equal to 10 or half the damage you took (whichever is higher) to maintain your concentration on the flame.

Expeditious Symposium

Starting at 9th level you learn to educate others to better help them through a situation. You can give a number of creatures up to your Intelligence modifier (minimum of 1) proficiency in a skill of your choice that you have proficiency in until the end of your next long rest. Once you use this feature, you can’t do so again until you finish a long rest.

Sacrificial Offering

At 13th level, you gain the ability to sacrifice one’s inner flame to bolster another with divine might. As a bonus action on your turn, you can imbue the inner flame gathered from your Thief of Flame feature into a willing creature granting them the following benefits for 1 minute.

  • The target gains temporary hit points equal to twice your proficiency bonus.
  • The target deals an extra 1d6 radiant damage whenever they successfully hit a target with a weapon or spell attack.

Alternatively, if you are not in possession of another’s inner flame; you can choose to take 3d6 necrotic damage, sacrificing a piece of your own inner flame to use this feature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all uses upon finishing a long rest.

Insight of Embers

At 17th level, you are able to glean insights into enemies through the flickering of their inner flame. While your Thief of Flame feature applies to a creature, your Sneak Attack damage against that creature increases by 4d6.

The Promethean Image

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