Rogue
Base Class: Rogue

Behind every regime turns the wheels of revolution, quiet and deliberate. The ones who make the turning of these wheels their buisness are called revolutionaries.

A revolutionary strives to strike down monopolies and empires from within the disrepair a neglected people create. Their work is subtle, but far from elegant; the underdogs don’t get to play nice if they want to make a change. They fight dirty, taking out the weakest links in the hopes that someday they can damage the chain.

Despite being adept scrappers, the best revolutionaries also learn how to blend in with the aristocrats and social elite, whispering the most convincing lies and putting on a suave face in order to keep their ultimate missions well-hidden, and the identities of their likeminded allies anonymous.

Undercover Expert

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the Deception skill, or one other skill of your choice if you already have proficiency in the (Deception) skill. You have advantage on any Charisma (Deception) checks you make to lie about your identity or pass off as someone of an elite social group.

Engaged Gunfighting

Starting at 3rd level, you are most lethal when when fighting in close quarters, regardless of your choice of weapon. Your ranged weapon attacks do not suffer disadvantage for being within 5 feet of your target. 

As a reaction when a creature that you can see within 15 feet of you misses you with an attack, and you are within 5 feet of a wall or similar obstacle, you can immediately move 5 feet in any direction without provoking opportunity attacks, and then make a weapon attack with a finesse or ranged weapon against your attacker. You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses after completing a short or long rest.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 15 feet of your target, your target is within 5 feet of a wall or similar obstacle, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

War Code

Starting at 9th level, you learn how to send covert signals to your allies. As a bonus action on your turn, you can issue a coded message to one creature that can see or hear you, and understands Thieves’ Cant. That creature can then use their reaction to perform one of the actions provided by your Cunning Action.

You can perform this bonus action a number of times equal to your Proficiency Bonus, and regain all expended uses after a short or long rest.

Additionally, as part of a Long Rest, you can attempt to teach one willing creature how to speak Thieves’ Cant by guiding them through dedicated study. At the end of the Long Rest, a creature can make a DC 19 Intelligence check: on a success, they learn how to speak or write Thieves Cant’ (your choice).

Coordinated Cunning

At 13th level, you gain the ability to weave through crowds and cluttered machinery with exceptional ease. Whenever you perform your Cunning Action, or another creature performs an option your Cunning Action through your War Code feature, the creature performing Cunning Action can choose one of the following benefits:

  • You have advantage on the first ranged attack roll you make before the end of this turn.
  • You can make a single Wisdom (Perception) check, Intelligence (Investigation) check, or Charisma (Intimidation) check as part of your Cunning Action.
  • You have advantage on the next skill check you make before the end of this turn.
  • Choose one willing creature within 5 feet of you. That creature may spend their reaction to gain the benefits of this Cunning Action, and follow your movement for the rest of the turn if they are able.

For the People

Starting at 17th level, you become a master of the revolution. Whenever you hit a creature who believes you to be someone you are not because of lies you told them with a ranged weapon attack, or a weapon attack made with a finesse weapon, that creature must make an Insight check contested by your Deception check. On a failure, the creature takes double damage from the attack, and cannot be affected by this feature again unless its memory of your betrayal is removed from its mind by magic.

Revolutionary Image

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