Base Class: Rogue
it's quite common that most rogues fall into their line of work by odd circumstances. examples include, mistaking the Thieve's guild for the Artisan's guild, unknowingly having a stolen item, or simply because a wizard put the word "thief" on your door. this leads to many unskilled individuals having to learning the rouges skill set within a short amount of time, this usually leads to what the rouges call the "Fall Man" or the "Calamity" while people truly knowing the rouge will call them innocent. this archetype focusing on luck, your Innocence, and being over prepared for every scenario.
the skills Innocent look, learning on the job and great sympathy are probably not scaled properly due to the fact that they might be rearranged or replaced in the future
Gambler's Roll
starting at level 3, your cunning action might yield unprecedented results. every time you use a cunning action, the DM can make you roll a d20. if you roll a 1, roll a D12 and see the corresponding effect on the Gambler's Roll table below
- roll on this table at the start of each turn for the next minute, ignoring this result on subsequent rolls.
- something nearby catches on fire.
- you unknowingly steal something small off the opponent on your next successful attack.
- you trip, making you prone.
- an object near by falls off the ledge.
- one of your metal weapons gains extra 1d4 electric damage.
- you sneeze, giving away your position.
- you move an extra 10 ft next movement action.
- your next attack startles the opponent, making them accidentally casting a cantrip they know.
- you found 1d4 gold coins.
- you drop an item you have.
- you can choose to ignore one hit against you. how lucky.
Prepared for Disaster
at 3rd level you try to prepare for every event by stocking on supplies. every day you can create a utility adventuring gear that costs up to 10 gp and pull it out of your backpack as if you brought it. you can only do this equal to your intelligence modifier times each day. if your backpack is destroyed then you cannot use this feature until a day after you gain a new backpack.
Pure Look
you can put on an act to be a very non-threatening individual or maybe you are just yourself, ether way nobody will think you are a somewhat capable adventurer. at 9th level during the start of combat enemies wont see you as a threat, you gain disengage until you attack.
Learning on the Job
every so often you look back on past knowledge and experiences to try to figure out how to get out of this scenario you are in. once a day, as a cunning action you are able to gain either proficiency in a skill, half proficiency in a weapon, or a bard cantrip of your choice.
Great Sympathy
whenever your players purposely stab them self with knifes this is the bonus they expect, except they forget doing it obviously on purpose makes them look crazy. whenever you accidentally take damage (not from enemy's attacks) you gain a bonus to charisma based skills equal to half of the damage you took for 4 rounds.
congratulations on living this long, I'm sure every rouge is looking at you in bewildering amusement.
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