Rogue
Base Class: Rogue

In the heart of bustling underbellies, a breed of rogues emerge as true masters of the con - the Hustlers. Gamblers, street urchins, and even nobles skilled in the art of deception learn to thrive in gray areas, navigating life with silver tongues and quick hands. Countless hours are spent honing their craft at dimly lit gambling dens and crowded markets to give them a keen eye for spotting tells and hidden opportunities. Those who become a Hustler have embraced the exhilarating risks and uncertain rewards of life, where every interaction is a chance to outwit and outmaneuver those around them.

Bonus Proficiencies

When you become a Hustler at 3rd level, you are adept at using your hands in numerous ways. You gain proficiency in the Sleight of Hand skill. If you are already proficient, you gain an expertise for the skill instead. You also have expertise in any gaming sets you have proficiency with.

Misdirect

Additionally at 3rd level, you gain the ability to misdirect enemies and position them into a prime opportunity to strike.

As a bonus action, you can impose disadvantage on the next attack roll made against you until the start of your next turn. At the start of your turn, if you haven’t used this misdirection, you have advantage on your next attack that turn.

Hustle Hold

At 9th level, your skills with your hands are extremely effective at disarming opponents.

After you successfully hit a melee attack on a target, you can use your reaction to disarm the creature of a single weapon or item they are holding. Make a Dexterity (Sleight of Hand) check contested against the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If you are successful, the creature drops the item or weapon they are holding. You have advantage on this Sleight of Hand check if the triggering attack also had advantage.

You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) and you regain all expended uses when you finish a long rest.

Street Rat

At 13th Level, you are accustomed to being your best while on the move. When you take the Dash action on your turn, you have advantage on all Dexterity checks and saving throws until the start of your next turn.

Additionally on that turn, after an enemy misses an attack targeting you, your Armor Class increases by 1 until your next turn (to a maximum of +5 AC).

Stacked Deck

At 17th level, you’ve learned play the game of life at your best, capitalizing on anything and everything. Once per turn, when you have advantage on an attack roll, ability check, or saving throw, you can treat a d20 roll of 14 or lower as a 15.

You can use this feature any number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2023 8:39:39 PM
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5e
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6/3/2024 1:22:27 AM
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