Rogue
Base Class: Rogue

You are a master of facilitation. If someone has a problem you have a solution, no matter how obscure, taboo or felonious the request may be. Invitations to the sorirée of the season, rare ingredients or spell components, unofficial and unacknowleged contacts, something that needs to be sold or someone who needs to disappear...these all fall within your purview.

I Know a Guy

You know how to get your hands on anything; from the latest gossip to the plans of the palace vaults, and if you don’t you know someone who does. Starting at 3rd level, you may chose to use your Charisma modifier instead of Intelligence modifier for any Intelligence (Arcana, History, Investigation, Nature or Religion) Check provided there are creatures nearby that you can communicate with.

Anything in a Pinch

You’ve been in enough awkward situations to know how to get out alive. Whether it’s a priceless vase to the back of the head or a swift knee in the groin you’re never without a way to defend yourself. When you choose this archetype at 3rd level, You gain proficiency in Improvised Weapons. Additionally you may treat Improvised Weapoms and Unarmed Strikes as if they have the finesse property.

Silver Tongued

You can convince anyone of anything, or at least you think you can. At 9th level you gain proficiency in the Deception and Persuasion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses those proficiencies. If you are already proficient in one or both of these skills you may chose another, however you only add double your proficiency bonus to ability checks made with the Deception and Persuasion skills.

Just the Thing

By 13th level, you know exactly what it takes to motivate someone, or something. As an action you can attempt to bribe a creature. A creature of your choice within 10’ of must make a Wisdom saving throw or be charmed by you for 1 minute. The save DC for this is 8 + your proficiency bonus + your Charisma modifier. You ignore traits that grant advantage on saving throws against the charmed condition. Additionally if you spend 5 minutes outside of combat interacting with a creature that can understand you it makes this saving throw with disadvantage. You must finish a long rest before you can use this feature on the same creature again.

The Fix is In

At 17th level you’re prepared for everything and always have a trick up your sleeve. You can add your Charisma modifier to your initiative roll. Additionally if you use your action to attack a creature within 5’ of you with an Improvised Weapon you can use your bonus action to make one additional attack with an Improvised Weapon against a creature within 5’ of you, this attack can benefit from your Sneak Attack regardless of whether you have used it this turn. If this attack succeeds the object you are using as weapon is destroyed, rendering it useless and valueless.

Previous Versions

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4/10/2019 1:34:47 AM
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