Rogue
Base Class: Rogue
 

Many a rogue try to infiltrate high society, hungry for the buffet it provides one of their talents, and a few succeed. Others are born to high society, but hear the cry of a lower calling. By either method, Courtiers are such rogues.

Socialite

 
When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and Diplomacy. If you are about to take an action that would be a faux-pas, the DM should inform you and allow you to reconsider the action. In addition, you have Advantage on Insight checks to read the power dynamic of a group, including who is susceptible to bribes. If anyone in that group is trying to hide an element of that social structure, make an Insight check as usual.  
 
 
 
 
 

Rumor Mill

 

Should the Courtier engage in Sowing Rumors (Dungeon Master's Guide, pg131), the time required to do so is reduced by three quarters, to a minimum of half day. If, after sowing such rumors, the Courtier makes a Persuasion or Diplomacy check that aligns with the rumors against an affected individual, that target is Charmed as per the spell. The spell is cast without components, and at the level of the Courtier's proficiency mod. At the spell's conclusion the target does not know it was charmed. This effect can be used twice, plus one time per level of the Courtier's CHA modifier. 

 

Distraction Agent

 

At the beginning of any combat where you are not ambushed, you can make an observation, joke, cutting remark, flash someone or take another distraction-inducing social action to cause the opposing group to be momentarily dumbstruck. Declare doing so when Initiative is rolled. Add your Deception or Performance modifier to your Initiative. Sentient opponents with a lower Initiative result are Stunned for the first round of combat. Doing so takes your action for that round.

Players are encouraged to come up with creative ways of creating the distraction, and DMs are encouraged to reward Inspiration where appropriate.

 
 

Blameless Darling

 

When attempting to make a check to convince someone that you are harmless or blameless, you gain Advantage on the roll.

 
 

Mist Strike

 

By 13 level, if your Sneak Attack hits, you have the option of causing no immediate damage. If you do so, the target won't notice you attacked, and won't notice any related effects (such as poison) until Mist Strike resolves, though those effects are still applied. Assume any check related to noticing the effects or connecting them to you is failed until then. The target will not notice anything is wrong for rounds equal to your proficiency modifier. At that time the damage is applied.

If Mist Strike resolves on a given target on a given round, then all other instances of Mist Strike on that target resolve at the same time. If more than one instance resolves on the same target at the same time, the target is Stunned in addition to any other effects. 

 

 

 

 

 

 
 

Control the Narrative

 

Upon reaching 17 level your manipulations have begun to take on supernatural potency, and need only have a passing association with reality. After Initiative is rolled, everyone but you in the scene must save vs Will (DC 8 + Proficiency Mod + your Charisma Mod) or magically become under the impression that whoever you wish is the one who initiated hostilities. Keep in mind that the effect is active immediately after Initiative is rolled, and this is likely to confuse characters involved (frankly, that's often the point).

This illusion lasts until the end of the encounter, though it is not automatically obvious what happened. Creatures immune to Psychic damage or being charmed are immune to this effect.

 

 

 

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2019 10:31:07 PM
30
0
1.5
Coming Soon
7/7/2020 4:22:40 AM
84
1
2.5
Coming Soon

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