Rogue
Base Class: Rogue

Some rogues rely on shadows, others rely on a silvertongue, and some merely rely on complete unpredictability. Craftsman rogues, however, are different, and choose to change the tides of their circumstances with upgrades, modifications, and gadgets at their disposal. Instead of relying on looming shadows they might knock out all the lights to move freely. Perhaps they’ll alter their blades or arrows to strike harder, or maybe they’ll even maintain their armor in such a way that it gives them an advantage in combat. No matter the style, one thing can be said about Craftsmen— and that’s that they have a tool for everything.

Exceptional Tampering

When you gain this subclass at 3rd level, you gain proficiency with Tinkerer’s Tools if you don’t already have it. When choosing expertise at later levels, you may choose your Tinkerer’s Tools. You can then use these tools to create upgrades or modifications to any tool, armor, or weapon you are already proficient with during a short rest or long rest. If the upgrade is to deal damage, the damage starts at +2.

During combat, if your armor is modified and someone scores a critical hit against you, your armor will lose that modified property. In turn, if you make an attack with a modified weapon and roll a critical failure, your weapon will lose its modified property. This also applies to skill checks with modified tools. You will then need to take at least ten minutes to repair the damaged modification before it can be used again.

When modifying an item, select an option from the Modification Table below, or create a new one (at your DM’s discretion.) Additionally, modification bonuses or penalties increase to +/-4 with this feature, increasing again at 16th level to +/-6 for any given bonus or penalty with a modified equipment item.

Modification Table

Modification

Result

Serrated Edge

By cutting notches on the edge of a bladed melee weapon, you effectively make it deadlier. When you hit a creature with an attack with this modified weapon add +2 to the damage roll.

Heavy Head

You add a hefty weight to the head of a bludgeoning weapon, allowing it to fall harder. When you hit a creature with an attack with this modified weapon add +2 bludgeoning damage to the damage roll.

Weighted Tension

By adding more weight to your bowstring or adding tension to your crossbow, you can make your ammunition fly further. The range of this weapon is increased by 60ft.

Reinforced Body

Crossbows and bows can snap when used improperly-- you opt to fix this. With a bow or an unloaded crossbow, you can make a melee attack with it as a bludgeoning weapon. It counts as an improvised weapon with which you are proficient with.

Hilt Slip

Making a special adjustment to the handle of a melee weapon you allow yourself to change stances with ease. If the weapon lacks the heavy and two-handed properties, you can use your bonus action to make an attack with the modified weapon immediately after taking the attack action.

Slick Finish

By adding a slick oil finish to your armor, ranged attackers might have more difficulty with you. With this modified armor equipped, nonmagical ranged attacks made against you suffer -2 on their attack rolls.

Inner Plating

You add a sturdy but flexible plating to the inside of your armor, softening blows made against you. With this modified armor equipped, nonmagical melee attacks made against you suffer a -2 on the attack roll.

Advanced Kit

You take the time to improve the tools in a tool set, making them easier to use. When you make a skill check using this modified set of tools you gain a +2 to the check.

Multipurpose Tools

Also at 3rd level you can modify your equipment to suit your roguish needs. Your thieves’ tools or tinkerer’s tools include a set of climbing gear, and you can make an improvised set of climbing gear out of a length of rope and an arrow, bolt, or dagger with which you are proficient.

Instead of choosing to modify any other equipment, you can use your tinkerer’s tools or thieves’ tools during a short rest to modify a bundle of 20 arrows or 20 bolts to suit your needs, allowing them to do different things based on the choice made on the Utility Arrows table, or you may come up with a new design at the DM’s discretion. It takes one hour to modify a bundle of 20 arrows or 20 bolts, although they do not need to be all of the same type. The materials required to modify this ammunition are always a part of your tinkerer’s tools or thieves’ tools.

Utility Arrows Table

Design Type

Result

Aerodynamic Design

You modify the shape or size of your ammunition, allowing them to fly better and hit harder. When shooting with this modified ammunition, add +2 piercing to the damage roll.

Diversion Design

By tying a small sandbag, capsule of water, or tiny breakable object to the end of your ammunition, you can break items or put out flames at a distance, effectively alerting and distracting creatures within 15ft of the diversion. Your range is halved when shooting this modified ammunition.

Combustable Design

You attach a tiny bag of gunpowder and pebbles to the end of your ammunition, creating an improvised explosive. When you hit a creature with this modified ammunition, add 1d6 fire damage to the roll.

Toxic Design

Rubbing the tip of your ammunition with poison or attaching a tiny capsule of poison to it is a subtle way of administering it to your victims. When you hit a creature with this modified ammunition, add 1d6 poison damage to the roll

Hooked Design

By crafting and attaching a strange curved head to the tip of your ammunition and tying a length of rope to the end of it, you create an improvised grappling hook. The ammunition does not stick to material that is metal, flat stones, or bricks. The length of rope can be up to 10ft long before your range is halved due to the extra weight.

Net Design

You affix some weights and a length of strong string to this ammunition, causing it to become a makeshift net of sorts. Using this modified ammunition against a target will force them to make a STR save (DC 12.) On a failure, the target is grappled unless it uses its action to remove the net. On a success, the ammunition has no effect.

Honed Skills

At 9th level in this class, you no longer require proficiency with a piece of equipment to modify it.

Expert Craftsman

At 13th level, in an instance where your modification would be damaged, you can use your reaction to fix it instantaneously. You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses after a long rest.

With this feature, you also gain proficiency with smith’s tools. You can use smith’s tools to craft a simple weapon or light armor with a single permanent modification that cannot break or be damaged, given that you have the materials. The cost of the materials will equal the cost of the weapon or armor you choose to craft. Any permanent modification does not count against the one modification per item. For example, if you craft a set of leather of armor and give it Sleek Finish permanently, you can also give it Inner Plating, however the Inner Plating is still susceptible to damage.

You can also modify ammunition twice as fast, crafting 40 arrows or bolts in an hour instead of 20.

Maker's Mark

At 17th level, your craftsmanship extends beyond just simple modifications. You can now use your smith’s tools to craft simple and martial weapons, and light and medium armor with a permanent modification that cannot break or be damaged given that you have the materials equal to the cost of the weapon or armor.

In addition, your modifications become much more durable and have a 50% chance of remaining intact when scored against.

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