Base Class: Rogue
Your life is full of conflict and excitement because you make a living tracking down people and things for pay. A lucrative trade that routinely tests your skills and survival instincts. Perhaps you're motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. Or maybe you're a sort of detective-for-hire, uncovering secrets for well-paying clients. Whether the hunts you're embroiled in are local crimes or realm-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive quarry and reveal what others would keep hidden in the shadows, for a fee of course.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the more skilled burglars of the city that has managed to elude the City Watch and collect on the reward offered on the Wanted poster. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. You might even be the con artist pickpocket yourself tasked with retrieving an item of great financial or personal value from a corrupt Noble to return it to it’s original owner.
The community where you plied your trade might have been one of Faenûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar – any place that's large enough to have a steady supply of potential quarries. You routinely interact with both the criminal subculture and law enforcement, maintaining contacts in both areas to help you succeed. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer.
Tracker
At 3rd level, you gain proficiency in the Wisdom (Survival) and Intelligence (Nature) skill if you don't already have it.
At 9th level, you gain expertise in Survival, Investigation and Nature.
Hunter's Quarry
At 3rd level, you learn the art of the hunt. You may study a creature for 1 hour or spend 4 hours gathering information about them. When you do, you may designate that creature as your quarry. You can only have one quarry at a time. Three quarry at 9th level. Five quarry at 13th level.
When making a Dexterity (Stealth), Intelligence (Investigation), or a Wisdom (Insight), (Perception), or (Survival) ability check related to your quarry, you can gain a bonus to the check as if you had an expertise bonus. You gain advantage on all Intelligence ability checks made to recall information about your quarry based on your studies and information, including any class levels, supernatural or extraordinary abilities, or weaknesses they might possess, though this is obviously limited by the information you were able to access while studying them or gathering information about them.
Unless you have disadvantage on your attack roll, you may always use your Sneak Attack on your quarry, even if an ally isn't within five feet of them or you don't have advantage on the attack roll.
Home Turf or Vigilant
Home Turf is better for the Finder who operates out of a certain city or area and stays there for the most part. Advantages are gained initially for making yourself harder to find in this area. Later levels give you a tactical advantage in this area as well.
Vigilant is the better option for the Finder that stays mobile. It grants a number of benefits tied to your alertness and how observant you've become.
Home Turf
At 9th level, you may spend 8 hours studying a neighborhood in a city or a square mile of wilderness terrain. This area becomes your Home Turf. You can't have more than one Home Turf at a time. While in your Home Turf, you gain the following benefits:
Creatures other than those you choose have disadvantage on any Dexterity Stealth, Intelligence Investigation, or Wisdom Insight, Perception, or Survival ability check made to attempt to locate you or your companions, to hide from you, or to locate any items or goods you have hidden or stashed within your home turf.
If you choose to set traps on your home turf, creatures other than those you choose have disadvantage on any Dexterity Sleight of Hand , Intelligence Investigation, or Wisdom Perception ability check to locate them, or to disarm them.
At 17th level, you may instead designate an area as large as a city or a square of wilderness terrain up to 10 miles on a side as your home turf, provided that you have spent at least 7 days studying it. You can add ten feet to your movement speed as long as you are on your home turf, and you do not halve your movement while swimming, climbing, or moving through difficult terrain in your home turf. You have advantage on all Dexterity Stealth ability checks while on your home turf, and may move at your full speed without penalty while hiding. As a bonus action, you can grant these benefits to any number of friendly creatures within 60 feet of you.
Vigilant
At 9th level, you are always on the lookout for danger and quick to notice details of your environment. You can’t be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Skulker
At 13th level, you are an expert at slinking through the shadows. You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position. Dim light doesn’t impose a disadvantage on your Perception checks relying on sight.
Master Interrogator
At 17th level, when attempting to gain information you may add half your proficiency bonus to all Charisma ability checks you are not proficient in. If you are attempting a Charisma ability check on your quarry or one of their close associates, you gain advantage on the check. You automatically know if you are being lied to. You gain expertise in either Deception, Intimidation or Persuasion.
Master Interrogator - Deception
You gain expertise in Deception.
Master Interrogator - Intimidation
You gain expertise in Intimidation.
Master Interrogator - Persuasion
You gain expertise in Persuasion.
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