Base Class: Rogue
Adept at finding a way around, over, under, or through any obstacle, an expert smuggler is every law enforcer's worst nightmare. He may not have anything to hide, but his steady income says other people do.
Hidden Cargo
Starting at 3rd level, you have become an expert at concealing weapons and various other objects. You can take one minute to turn any inanimate objects within a ten foot cube invisible. You can do this once per Short or Long Rest. Additionally, you have advantage on all Charisma (Deception) or Dexterity (Sleight of Hand) checks to keep items hidden on your person when being patted down or searched.
Sweet Talker
Starting at 3rd level, you have advantage on Charisma (Persuasion or Intimidation) checks if you and the target appear to be alone.
Untraceable
Starting at 9th level,you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Additionally, you can cast Pass Without Trace once without using a spell slot. You regain this ability on a long rest.
Stunning Stroke
At 13th level, when you deal your Sneak Attack damage against a creature, the target must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target is stunned until the end of your next turn.
You can use this feature a number of times equal to your Dexterity modifier.
Moving the Goods
At 17th level, when you Dash as an action, you can use your bonus action to gain a bonus to your AC equal to your Dexterity modifier until the start of your next turn.
Also, you gain advantage on Initiative rolls.
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