Rogue
Base Class: Rogue

Long ago, the ancestors of a race called the wingle lived in harmony until an act of dark magic tore them apart. One of them severed a large earthmote from the ground and departed on it to keep the strife from escalating. Of the fourteen brothers and sisters who lead this tribe, thirteen stayed below- these became known as the lowland wingles. Among these thirteen was the sly and mischievous Galen. While the wingle ancestors had been peaceful before the separation, afterwards they learned of war from neighboring peoples and cultures. Galen himself had a distaste for war, but it became apparent he and his descendants had talents suited to other criminal pursuits.

The charm of the wingles aided them in subtle acts of deception, liberating personal items, and trespassing. They were able to get away with unbelievable heists and then disappear on the wing. The allure of elusive wingle thieves drew other miscreants to them, forming loose guilds that began to map out a distinct style over time. These became the first wingsnipes: rogues who used misdirection and deception to get in just the right place to make things happen, or out of the wrong place when their plans fell through. While wingsnipes- especially among the wingles- are most known as assassins, they in general are rarely cold-blooded killers: they simply know what their charms can get them, and they take it. Some have served as diplomats and spies, as well as more common criminal pursuits.

Now found among other races, in cities and other locations where their presence is unwanted, wingsnipes of all stripes are stealing hearts and more. Their reputation often precedes them, but they see that as part of the fun: wingsnipes love a good game of cat and mouse.

Dirty Fighting

Starting at 3rd level, you've learned how to press your advantage to surprise your opponent and get the most out of your attack. It's not pretty or fair, but it gets the job done. When you hit a creature with a Sneak Attack, you can roll 1d6 to give the attack an additional effect:

  1. The target falls prone if it fails a Dexterity save with a DC of 8+your proficiency+your Dexterity modifier.
  2. The target drops an item or object it is holding if it fails a Dexterity save with a DC of 8+your proficiency+your Dexterity modifier.
  3. The target can't take reactions until the end of your next turn.
  4. The attack deals an additional die of damage.
  5. You gain Charisma modifier temporary hit points.
  6. The target is Frightened for one round if it fails a Wisdom saving throw with a DC of 8+your Charisma modifier+your proficiency.

Smooth Criminal

One of the hallmarks of a wingsnipe is their seemingly effortless ability to bamboozle and burgle, using flattering patter and carefully crafted body language.

You gain a Charisma modifier bonus on (Dexterity)Sleight of Hand checks, and a Dexterity modifier bonus on (Charisma)Deception checks.

Into Thin Air

Starting at 9th level, your awareness of the lay of the land and your target's blind spots becomes a signature trait of the wingsnipe: completely disappearing after the job is done.

If you reduce a creature to 0 hit points with an attack or make a Deception or Sleight of Hand check, you can become invisible until the start of your next turn or until you make an attack, and can move up to half your speed.

Feinting Attacks

By 13th level, your mastery of posture and deceit allow you to put all your heart into your attacks and strike with unexpected force.

You have a Charisma modifier bonus to damage on melee weapon attacks.

Untrackable

When you reach 17th level, your skills have reached a level where common methods are simply unable to pin down your exact location. This is the mark of a true wingsnipe: that they leave no mark.

You have a +5 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. You leave behind no tracks or other traces of your passage. You also can move through the spaces of other creatures and move stealthily at full speed.

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