Rogue
Base Class: Rogue

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in persuasion and deception checks.

Hat Companion

Starting at 3rd level, your gain ability to summon a hat into existence.  You can use your action to summon the hat, and you can use a bonus action on your turn to throw the hat anywhere within 30 feet and whilst away from you it counts as a creature for the purpose of gaining sneak attack.

You can use a bonus action on another turn to then magically return the hat to your head.

Hat Attack

Whilst the hat is upon your head your attacks are synergised with the hat. You can gain one extra attack whenever you take the attack action but can only attack enemies within 30ft and the damage is 1d6 slashing + your charisma modifier.

If this is used whilst attacking an enemy further than 5ft the hat then the hat does not return to you but gains the properties stated in hat companion.

Whilst a creature, the hat has an AC of 9 + DEX + Your profiency bonus and a HP of 2 x Rogue Level

Noble Hat Trickery

At Level 9, your hat can make your outward appearance seem more friendly and charming. Whilst the hat is on your head you can gain advantage on any Charisma check.

You can use this ability = CHA modifier + PROF

Phantom Hat TrIckery

At level 13 you can teleport to the area in which you have thrown your hat to and it ends up back on your head and the range you can throw you hat increased to 60ft

Once per long rest, you can cause yourself (and your hat) to become invisible after teleporting and it lasts a minute but ends early if you deal damage to a creature or cause it to make a saving throw

True Hat Trickery

Twice per long rest, when you take the attack action and are able to use sneak attack. The creature you are attacking must make a charisma saving throw (8 + proficiency bonus + charisma modifier) if they fail the saving throw they will take 3 rolls of your sneak attack force damage, and the hat will yell hat trick! for everyone to here within 100ft.

 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in persuasion and deception checks.

 

Hat Companion

Starting at 3rd level, your gain ability to summon a hat into existence.  You can use your action to summon the hat, and you can use a bonus action on your turn to throw the hat anywhere within 30 feet and whilst away from you it counts as a creature for the purpose of gaining sneak attack.

You can use a bonus action on another turn to then magically return the hat to your head.

Whilst the hat is upon your head your attacks are synergised with the hat. You can gain one extra attack whenever you take the attack action but can only attack enemies within 30ft and the damage is 1d6 slashing + your charisma modifier.

If this is used whilst attacking an enemy further than 5ft the hat then the hat does not return to you but gains the properties stated in hat companion.

Whilst a creature, the hat has an AC of 9 + DEX + Your profiency bonus and a HP of 2 x Rogue Level

Noble Hat Trickery

At Level 9, your hat can make your outward appearance seem more friendly and charming. Whilst the hat is on your head you can gain advantage on any Charisma check.

You can use this ability = CHA modifier + PROF

 

Phantom Hat Trick

At level 13 you can teleport to the area in which you have thrown your hat to and it ends up back on your head and the range you can throw you hat increased to 60ft

Once per long rest, you can cause yourself (and your hat) to become invisible after teleporting and it lasts a minute but ends early if you deal damage to a creature or cause it to make a saving throw

True Hat Trickery

Twice per long rest, when you take the attack action and are able to use sneak attack. The creature you are attacking must make a charisma saving throw (8 + proficiency bonus + charisma modifier) if they fail the saving throw they will take 3 rolls of your sneak attack force damage, and the hat will yell hat trick! for everyone to hear within 100ft.

 

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