Base Class: Rogue
These rogues often aim for not selfimprovement, but for being good at everything.
Inventory Of Masters
You Gain the following equipment from buying it from a shady dude in the town, crafting it on your own or anything else you can imagine.
1. roped dagger: This teethed dagger is a main piece of this subclass´s inventory, it can carry the weight of 450 pounds. It is a simple weapon and has a range of 40 feet. you can use it to:
-drag a choosen victim 10 feet towards you by throwing it into his/her flesh. First roll to hit, then Roll a streangth contset with advantage, if you succed the victim is dragged 10 feet towards you and takes 1d6 damage. If you loose you deal 1d6 damage.
-If you are atleast 10 feet above a victim and has a place where you can jump down and get the rope on the other side, then you can drag the victim up to half the range way from you up in the air next to the choosen object. to succed you must roll a acrobatics check and the victim musat roll a dex save at disadvantage if they did not see you. else it is a normal roll.
-you can throw this into the wall to use it as a climbing tool.
-this instrument can be used for everything that the dm allows that is physically possible.
each of these cost 5 sp to make or buy or however you got them. You can roll a sleight of hand check if you want to try to recover it after use, if below 14 it breaks. they have a weight of 1/5 pounds.
Blowdart pipe: this weapon is used to poison on a range. It has a range of 20-60 feet and is a simple weapon. All these takes a weapon attack roll. the darts cost 3 sp each to craft or buy. the pipe is 1/2 pound, and the darts are 1/10 pounds.
- berserker dart: when a target is hit with this dart they always attack the nearest target until it succeds a wisdom save of 15 or after 1 minute it also take 1d4 poison damage.
-sleep dart: the traget must succed a constitution save to wake up with the DC of 15, or after 1 hour.
-migraine dart: this dart gives the target a powerful headache that deals 1d4 psychic damage, 1d4 poison damage and gives a - your desterity modifier to its next roll.
-Happines dart: this dart makes the target druged and easier to persuade, all people gain advantage to persuation rolls against it for a minute.
-Depresion dart: the target must roll a wisdom save or become depresesed for 1 minute, it must make 3 d20 rolls, if any of the rolls were a 1 it tries to kill itself somehow, if its a 2 it start to cry, and on 3 it must leave the area to find a place to rest.
-Dizzy dart: the target has disadvantege on all its rolls within 3 turns.
Short katana: this weapons is a one handed weapon that is a simple weapon. It does 1d8 damage and can be used to climb with a speed of 15 or to hold onto a surface that is 90 degres from the earth, for this you must roll an acrobatic check on advantage. it costs 25 gp. The weight is 4 pounds.
Long katana: This weapon is a simple twohanded weapon that deals 1d10 damage, it can also be used to slice provectiles in half as a reaction, make a dex roll at disadvabtage to hit the projectile. this weapon costs 35 gp. the weight is 5 pounds.
hidden daggers: two hidden daggers that hide on your wrists. you can pull them out when you want as a bonus action and cannot be spoted without someone rolling 19 or highrer at disadvantage as a perception check. they do 1d6 damage each and they are a simple weapon. you can dual wield them if you want by using a bonus action as an attack, the bonus attack does not deal modifier damage. these cost 15 gp their weight is 1 pound each.
Ninja starts: these star like throwables deal 1d4 damage and you can throw 3 of them at the same time, these are simple weapons. roll to hit for each one of them. they cost 6 cp. the weight is a 1/10 of a pound
Special crossbow. This crossbow is a simple weapon that has a range of 20-130 feet. it deals 1d10 damage and consumes 3 bolts. you can consume 2 blots and deal 1d8 damage or 1 bolt for 1d6 damage. the cost of this weapon is 40 gp. the weaight is 8 pounds.
Boot wrapers, these leather wrapers give you a increased walking speed of 5 plus you dexterity. these cost 40 gp and the weight is 8 pounds.
the mele and ranged weapons add dexterity to damage and to hit rolls.
Profilic
You gain a third of your passive perception in every skill that you are not proficient or has expertiese in. You also gain 3 proficiencies.
Assassin
you gain a + 15 to your walking speed. You also gain proficiency in 2 kits of your choice.
Straight Forward
These rogues are masters of parkour and and gain a +5 feet movmentspeed, difficult terrain does not affect them and they cannot roll under 5 on your acrobatics and athletics skills.
Multi tasker
You gain an extra action and bonus action on your turns.
Duelist
your unarmed melee attacks now do 1d4 damage and you gain a fighting style
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