Rogue
Base Class: Rogue

Rogues of the Invisible Hand operate primarily in cities. Their influence tends to sway the public opinion, using the inhabitants of the city to hide their operations, or even as a weapon. 

Crowded

Several features of this subclass interact with areas crowded with people. Crowding occurs in urban areas, representing situations where there are so many people in the area that it becomes harder or even impossible to traverse it.

When an area is Lightly Crowded, the area is considered difficult terrain, and creatures in the area are lightly obscured. If the area is Heavily Crowded, creatures in the area are also Restrained.

Level 3: Urban Camouflage

You are adept at using crowds of people to your advantage. While in an area crowded with creatures that are of your size category or larger, you are heavily obscured from creatures that aren't actively looking for you. You can move normally through Lightly Crowded areas as though it was not difficult terrain, and becoming Restrained due to being in a Heavily Crowded area reduces your movement to 5 ft. instead of 0 ft.

You can share this effect with a number of creatures up to your Proficiency bonus, as long as they are within 5 ft. of you. A creature can't benefit from this feature if something about their appearance is especially noticeable, for example if they are wearing a headpiece of an intense colour or if they are significantly larger than the people in the crowd.

Level 3: Quick Change

You always have the Disguise Self spell prepared. You can cast it once as a Bonus Action without a Spell Slot and without providing Verbal components, using Intelligence or Charisma as your spellcasting ability (whichever is higher). In addition, whenever you cast this spell, you can move through Lightly Crowded areas without risking that creatures who bump into you discern that you are disguised, unless they are actively searching for you.

You regain the ability to cast it in this way when you finish a Long Rest. You can also cast it as normal, using any Spell Slots you have from other features.

Level 9: Blade in the Crowd

When you deal Sneak Attack damage to a creature while in a Crowded area, the target must make a Perception check against your Passive Stealth. On a failure, you become Invisible to the target until the end of the target's next turn.

Creatures that are not actively watching you as you make the attack don't notice that you make it. A creature that is actively watching you must succeed on a Perception check against your Passive Stealth in order to notice it. 

Level 9: Prescient Preparations

You somehow always carry the right item at the right time. Whenever you go shopping in a city, you can allocate an amount of gold up to 10 x your Rogue Level, representing the purchase of undetermined items. Track the amount of gold allocated this way. At any point, you can convert some or all of this gold into items of corresponding value (no action required). The items acquired must be mundane items or consumable magic items of common rarity, and must be readily available in the last city where you used this feature.

When you allocate gold, the undetermined items must be assigned to a container such as your backpack. You must also choose a maximum amount of weight of these items, which can be at most a number of pounds equal to 5 + your Rogue level. This weight counts towards your encumbrance and you cannot convert your investment into items that weigh more than this amount, though the total weight may be reduced after the conversion. If a hostile creature investigates the container or otherwise would learn what the unidentified items are, you must convert the undetermined items immediately or the allocated gold is lost.

Level 13: Instigate Riot

You use your influence to instigate a riot against an organization or a public figure. By spending 1 hour of downtime in a city, you can make a Charisma (Persuasion) check. The DC depends on the target's reputation as follows.

  • Negative (DC 15). The target has a reputation for causing significant harm to the citizens.
  • Neutral (DC 25). The target has a reputation for causing harm, but not in a way that significantly impacts the citizens.
  • Positive (DC 35). The target has no negative reputation.

If an event that occurred within the last week has reflected poorly on the target's reputation, reduce the DC by 5. If the target is actively harming the citizens, such as preventing their access to basic needs like food and water, you automatically succeed.

If you succeed on your skill check, a portion of the city's inhabitants becomes Charmed by you for 8 hours. A creature Charmed this way will adopt the following behaviours:

  • Antagonize. The creature is Hostile towards things associated with the chosen target. For example, if you choose to antagonize the people against a monarchy, the affected creatures will become Hostile towards the monarch and their family, royal guards, members of the court, people carrying flags or other symbols associated with the monarchy, etc.
  • Enemy of my Enemy. The creature becomes Friendly towards creatures that express hostility towards the target.
  • Storm the Gates. The creature wants to move to a place you choose when you use this feature. The place must be strongly associated with the target, such as the royal castle. One hour after using this feature, areas surrounding that location become Lightly Crowded.

Once while the effect of active, after at least 4 hours of the effect has passed, you can make a Charisma (Intimidation) check as an Action. The DC is determined in the same way as above. On a success, Charmed creatures that can see or hear you at the time you take this Action also gain the following behaviour for as long as they remain Charmed.

  • Spark the Fuse. The creature is more likely than normal to engage in violent or illegal acts.

When you attempt to start a riot and succeed on your Charisma (Persuasion) check, you can't use this feature again until one week has passed. If you fail the check, you can use this feature again after 24 hours have passed.

At the DM's discretion, this effect can be changed by local factors that fit the social climate in the city.

Level 17: City Sense

You attune to the ongoings in a city to a supernatural degree. While walking aimlessly for 1 hour or longer in an urban environment, you will begin to gravitate in the general direction of a location where a significant event is about to occur in the near future. You approach the location at half the speed it would take to walk there directly. If you are already within 300 ft. of the location, you will walk aimlessly around an area within 300 ft. of that point.

Alternatively, you can choose a creature that is famous amongst the inhabitants of the city. You will then instead walk towards the location where that creature was last publicly observed by the inhabitants of the city. If the creature has made no public appearances in the last 24 hours, you end up walking around aimlessly.

In large cities, you can gain this benefit if you are traveling with a light vehicle, as long as you are able to move around freely without being locked into traffic. For example, you can gain this benefit while traveling on a motorbike, but not in a car. You also can't use this feature if the inhabitants of the city aren't able to move around normally, for example during a curfew.

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