Rogue
Base Class: Rogue

As any guild of thieves know, a rogue that works alone is doomed to live a short life. Teamwork, and knowing how to best utilise and/or manipulate those around you is the secret to success.

Kith and Kin

At 3rd level, you gain the ability to channel your battlefield experience through your allies. When you use your Cunning Action feature to take the Dash, Disengage, or Hide actions, a friendly creature within 30 feet of you who can hear you and who can understand you can use their reaction to gain an effect, determined by the action you took:

  • Dash: The creature can move up to half their speed. They must end this movement within 30 feet of you.
  • Disengage: The creature can move up to 5 feet. If this movement would provoke an opportunity attack, the opportunity attack is made with disadvantage.
  • Hide: The creature has advantage on the first attack roll they make before the end of their next turn against a creature you successfully hide from.

Organised Crime

At 3rd level, your combat experience has grown to a point you can channel your sneak attacks into potential help or hindrance to those around you. You learn a number of grifts you can use to assist allies or exploit enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make one of the following grifts:

Three Card Monte

You inspire a friendly creature within 60 feet of you who can see or hear you and roll two Sneak Attack dice. That ally immediately gains temporary hit points equal to the amount of rolled.

Pig In A Poke

You use the authority your attacks carry to help your ally focus on the task at hand. Choose a creature within 60 feet of you who can see or hear you and that is currently charmed or frightened by the creature you would deal Sneak Attack damage to. The condition immediately ends on that creature.

Catch Me If You Can

You inspire a friendly creature within 60 feet of you who can see or hear you and roll two Sneak Attack dice. That ally immediately gains a bonus to their AC equal to half the value rolled (rounded down) until the end of your next turn.

Pigeon Drop

You debilitate the hostile creature that the triggering attack occurred on. Roll two Sneak Attack dice, the enemy immediately gains a reduction to their AC equal to half the value rolled (rounded down).

Slice of the Pie

At 9th level, you have learned how to turn your fortunes into an advantageous situation for others too. When you score a critical hit, you can prompt an ally to use their reaction immediately to take a weapon attack (i.e. either a melee or a ranged attack, not a spell - likewise, this is not considered an opportunity attack). 

Getting Your Hustle On

At 13th level, you become more experienced at acting decisively in combat, and aiding others to utilise the same. You gain advantage on initiative rolls, and once per initiative you can give an additional d8 to an ally's initiative roll (this can be done after all initiative rolls have been declared, but must be done before the first action is taken.

Squad Goals

You have such skill at maintaining the faith of your allies that the very sight of you in danger can spur them into action. When you are hit by an attack, up to six allies within 60 feet of you that can see or hear you and see the creature that hit you can make one weapon attack against that creature (no action required).

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

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