Base Class: Rogue
The mastermind of criminal gangs of course don't need to be good with fighting but it does help out on the open field being the only time you will actually find a good one. Playing the support role they are built for. They specialize in coming up with plans and improvising should their wild plans not work. They usually work behind the scenes setting up traps and plans for the party. They also have the skills to deal with ranged attacks being forced to learn from previous attempts on their life. Having a powerful connection to a large part of the criminal underworld they also have ways to get often rare and illegal objects of course at a price. They are commonly from the more successful criminal gangs but some have survived jail enough to find a party in less illegal places.
Criminal Underworld Connection
should there be an object your party cant find you could just find it in the criminal underworld getting it for 4 time market prices. the black markets will never have legendary artifacts. and have a 75% chance to have any very rare artifact. any object without a market price is at the DMs description.
Well Placed Trap
Any traps you place have the opponent roll on disadvantage and any ambush you planned out has advantage on stealth checks. In addition you gain a specialty trap every day at dawn from a mysterious benefactor that deals 2d10 poison damage to anyone who steps on it and poisons them for an hour if they fail a DC17 constitution saving throw but takes an action to set up. The trap has 5 HP, 10 AC, and a +7 to stealth. damage increases by 2d10 every rouge subclass level
Reflected!
Pervious attempts on your life teach you to deal with missiles. When a ranged attack is made on you, you can make a dexterity saving throw to reflect the missile. should your save beat the attack roll then the damage is reflected towards the attacker and deals it if the roll also beat their AC.
Play Dead
Close shots on your life lead you into theatrics. When you damaged and are not put below 0 HP you can choose to fall over dead on a succeeded performance check (DMs discretion) you fall prone, and all nearby take their attention elsewhere. The first attack from prone due to this feat have double advantage and deal an extra damage die.
Preparation
you learn how to keep a backup plan in mind at all time starting at level six if a trap you placed is disarmed safely and the creature that disabled it is within five feet of where the trap is it will still deal damage
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