Base Class: Rogue
Lost boys are a brotherhood of rogues originating from an island hidden by fey magic called Neverland, whose leader is called the Pan. Their training often starts young, for in their ranks are many children who disappeared from their homes. Playful and mischievous, they use their skills to thwart the overreach of societies into the magic of youth and to serve their Pan. Fey magic gives their curiosity and wonder a more tangible power, enabling them to ignore the laws of reality and accomplish amazing feats with the greatest of ease and charm.
At first exclusive to boys and young men, the brotherhood has expanded to other Lost Islands, headed by other Pans: some of these accept only boys, and some only girls. None accept both, for one of the hallmarks of a Lost Boy is eschewing romantic ties, especially ones requiring an extended commitment. It is also reportedly to prevent the spread of the fey virus "cooties", though this has not been confirmed. Lost Boys also reject many other institutions of society, sometimes to the detriment of themselves and their allies, but regardless of the chaos this and their other antics causes, their code of conduct makes them remarkably loyal and honorable for those in their trade. And, if a Lost Boy can remain youthful for long enough, they will eventually stop growing up. Ceasing to age at the height of their powers, these Lost Boys eventually become the new Pan when theirs vanishes, or they leave to start their own Lost Island.
Shadow Play
Starting at 3rd level, you can use your magical whimsy to literally slip into the shadows. You can use a bonus action to disappear into the shadow of a nearby creature or object for a minute; if the creature is unwilling, it can make a Dexterity save against this. While in the shadow you are unable to move or take actions(except for casting Prestidigitation), and nothing of your presence remains visible or otherwise detectable by nonmagical senses, and if what's making the shadow moves, you move with it. Effects that damage the creature or object making the shadow deal half damage to you and force you out of the shadow. While in the shadow, you can communicate telepathically with what is making it if it has a language. You can end this effect as a bonus action, and gain advantage on the next Stealth check you make before the end of your next turn. When this effect ends you appear in the nearest space available. You can use this proficiency times a long rest.
The Pan's Boon
When you choose this archetype at 3rd level, your Pan grants a minor wish that gives you an enhanced ability and the capacity for magical mischief. You gain the Prestidigitation cantrip, and a choice of the following:
Bravery
You have advantage on saving throws against being Frightened, magic can't put you to sleep.
Eagle Eye
+2 to ranged weapon attack rolls.
Fencer
+2 to damage of one-handed melee weapon attacks.
Navigator
You know which way is North, when is the next sunrise/sunset, and can choose one Favored Terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means; even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger; if you are traveling alone, you can move stealthily at a normal pace; while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Wild
You have advantage on saving throws against being Charmed, magic can't put you to sleep.
Happy Thoughts
Starting at 9th level, with a little bit of fairy dust and positive thinking, you're able to soar into the sky. You gain a flying speed of your speed, though you must land at the end of the movement; if you don't you descend to the ground safely without taking damage. At level 11, you can hover while flying.
Sense of Adventure
By 13th level, your intuition has sharpened to supernatural levels, making you incredibly dexterous and alert. You have a Charisma modifier bonus to initiative, and can't be surprised while conscious and not incapacitated. Once on your turn, you can gain a Charisma modifier bonus to one Dexterity ability check you make; you can use this proficiency times after a long rest.
Never Grow Up
When you reach 17th level, your youthful outlook bonds with the innate fey magic you've developed, making you almost timeless. Your appearance stops changing with time and your body suffers none of the effects of old age, and you age only one year for every ten years that pass, though you are otherwise still mortal. In addition, you become immune to Disease and to being Poisoned.
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