Rogue
Base Class: Rogue

Rogues which fancy themselves Provocateurs are masterminds that focus on people and on the influence and secrets they have. Spies, courtiers, and schemers alike find themselves members of this guild or following teachings laid out by a similar organization. As a Provocateur, your words of aid to an ally allow you to utilize them as a weapon as easily as a blade or toxin, and the influence you wield over others yields secrets and favors which act as some of your most potent resources.

Cunning Plan

Your master plans allow you to see angles and opportunities to benefit your allies. You can use your Cunning Action to take the Influence or Help Action as a Bonus Action. WHen you use the Help Action to aid an ally in attacking a creature, your ally and the creature can be within 30 feet of you, rather than 5 feet of you, if our ally can see or hear you. If that ally then hits with the attack you aided them with, it deals additional damage with that attack. To determine the damage, roll a number of d6s equal to half your Sneak Attack damage for your current rogue level.

Insightful Manipulator

You are expert at using deceit and information to help you and your allies achieve your goals. You gain a Disguist Kit, a Forgery Kit, and a gaming set of your choice, all of which you have Proficiency with. In addition, your mastery withe these implements grant you the following techniques that aid your schemes.

Reliable Schemes. If you or an ally you have Helped must make a Charisma (Persuasion or Deception) Ability Check while wearing a Costumes you crafted using your Disguise Kit or using papers you forged with your Forgery Kit, they can treat any roll of 9 or lower on the d20 as showing a 10 on the die.

Loaded Dice. If you or an ally you have Helped participates in a game using your gaming set, they can roll a d10 and add it to the result of any d20 Test made related to the game.

Master of Tactics

When ally hits with an attacking that benefited from the Help Action of your Cunning Plan feature, you can now apply any of your Cunning Strikes options to that attack, paying the cost as normal. In addition, the following options are now available to you for your Cunning Strikes feature. 

Gambit (Cost: 1d6). One other creature within 10 feet of the target must make an Intelligence Saving Throw. On a failure, the first attack against them each turn gains Advantage until the end of your next turn. If the target is an ally of yours and chooses to fail the Save, they also gain a bonus to their Armor Class equal to 2 + your Charisma Modifier (minimum of 2). 

Cunning Read (Cost: 1d6). Each creature of your choice within 5 feet of the target gains Advantage on their next Ability Check or Saving Throw they make against the target before the start of your next turn. 

Misidrect

When a creature you have Helped or Influenced using your Cunning Plan feature is hit by an attack while within 5 feet of another creature, you can use your Reaction to cause the attack to hit the other creature instead.

In addition, if you and a creature you have Helped with your Cunning Plan feature are forced to make a Dexterity Saving Throw against the same effect to avoid damage, you can extend the benefit of your Evasion feature to that creature as well.

Master of Intrigue

Magic can no longer detect when you are lying or telling the truth and you can't be compelled to tell the truth by magic. In addition, your thoughts can't be ready by telepathy or any other means unless you allow it. You instantly learn of any attempt at such probing and can present false thoughts by making a Charisma (Deception) check against the mind reader's Save DC or their Passive Insight if they do not have one.

Finally, when you use your Contingency Plans feature, you can gain two benefits from that list instead of one, and the following options are now among your choices for that feature: 

Arcane Backup. A spellcaster who owes you a favor grants you a trinket which casts the Contingency spell on the bearer. The Contingent Spell is any spell of 1st or 2nd level of your choice, provided it meets the other qualifications of a Contingent Spell. Once the trinket is used to cast the Contingency Spell, it vanishes in a puff of harmless smoke.

Secret Stash. You can procure any magical item of Uncommon rarity, any simple or martial weapon which has a +2 magical bonus to its attack and damage rolls, or any spell component for a spell of 6th level or lower, so long as it has a cost in gold pieces that is less than or equal to your Rogue level times 50. The item or items vanish in a puff of smoke after 24 hours.

Pocket Luck. You can produce a magical trinket which grants the bearer the benefit of the [feat]Lucky[/feat] feat. To gain this benefit, the bearer must concentrate on the trinket for an hour, as if attuning to it. After that time, the bearer gains the benefits of the feat for 24 hours and the trinket vanishes in a puff of smoke.

Contingency Plans

At the end of a Long Rest, you can gain any one of the following benefits, which represents you calling on favors and caches of supplies you have hidden, just in case:

Information. You tap allies, contacts, and secrets you have access to. Until you gain this benefit again, you or any creature you grant the Help Action to gains a bonus to one Intelligence, Wisdom, or Charisma Ability Check equal to your rogue level. 

Acquisition. You can acquire valuable material or a non-magical item of great value from a secret cache or contact that owes you something. The item or materials you acquire must have a gold value not greater than 50 times your rogue level. 

Safehouse. You know the location and can access a secret area of safety somewhere within 10 miles of where you last completed a Long Rest. You speak a command, a secret phrase in thieves' cant known only to you, and a doorway appears or opens on a nearby surface, granting you and up to 10 other Medium or smaller creatures access to the safehouse. Any creatures that spend at least 5 minuets resting in the safehouse gains the benefits of a Short Rest. For every hour a creature spends resting in the safehouse, it can reduce its Exhaustion levels by 1. The entrance to the safehouse cannot be detected by Divination or other magical means. Once you and your allies leave the safehouse, the entryway seals behind you and then vanishes. 

At your DM's discretion, you can alternatively choose a Downtime Activity or similar benefit that you can complete in a number of workweeks equal to half your rogue level (rounded up); you gain that as though you had completed that activity or performed that work. If you would be required to spend money to do so, you need only spend half as much as the normal cost for completing that activity, though your DM determines if any Complications arise from the result of these actions. 

Regardless of which benefit you choose, you cannot choose to gain that benefit again until you complete 1d4 Long Rests or choose a different benefit from this feature.

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