Rogue
Base Class: Rogue

Balancing on a knives' edge, you are a harbinger of death. Refining your craft of death to perfection, you may sell your trade for a high price, or perhaps for a religious reason. Stealth, poison, and daggers are your most used tools.

Instrumenta Artis

At level 3, you gain proficiency in the Forgery Kit and the Poisoner's Kit.

Additionally, you can use your Poisoner's Kit to harvest poison from plants or creatures. Your DM might have you make a Survival or Nature check to collect the poison, and if they do, you can add your proficiency bonus to the roll.

Caedes

You have perfected the crescendo of the kill. At 3rd level, you gain advantage on all attack rolls against creatures that haven't taken a turn yet. If the creature has not detected you yet, any attack you make against the creature is a critical hit, as long as the creature haven't had a turn yet.

Additionally, you can add your proficiency bonus to your initiative roll.

Venenum et Falsitas

Beginning at level 9, you gain additional ways to use your tools.

  • With your Poisoner's Kit you can spend part of a short or long rest creating poison's equal to your proficiency bonus. A creature that is subjected to the poison must succeed a Constitution saving throw against your Sicarius save DC, or else be poisoned for one hour. Additionally, you can spend 100 GP when creating these poisons, and if you do, the poisons you create with this feature deals d4 poison damage equal to your proficiency bonus plus your Intelligence modifier.
  • With your Forgery Kit you can spend time to create official looking certificates, writs, or other documents that allow you to pass off as a member of a society of your choosing. You must spend time working for what society you have chosen according to the table.  While you have these documents, you can add your Intelligence modifier to any Charisma checks you make to pass yourself off as a member of the society.

Sicarius save DC = 8 + your proficiency bonus + your Intelligence modifier

Society type Time

Commoner

1 hour

Merchant

3 hours

Clerical

1 day

Minor Nobility

3 days

Major Nobility

1 week

Obnatus Metus

Beginning at level 13, you have learned to use your dreadful reputation as a weapon. When you are within 30 feet of a creature, and there are no other creatures within 30 feet of that creature, you can, as a bonus action, force it to succeed a Charisma against your Sicarius save DC. On failure, that creature becomes frightened of you for 1 minute. While that creature is frightened of you, you can add your Intelligence modifier to any Wisdom(Insight) checks made against that creature.

The creature can repeat it's saving throw every time it is harmed, ending the frightened condition on success. You can only use this effect once per long or short rest.

Denotatis Ob Caedis

At level 17, you gain advantage on Wisdom(Survival) and Intelligence(Investigation) checks made to track a creature that has the poisoned effect.

Additionally, after you hit a creature for the first time, you can force it to make a Wisdom saving throw against your Sicarius saving DC. On failure, your next attack against the creature deals double damage. You can only use this part of the feature once per long rest.

Previous Versions

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