Base Class: Rogue
Note From The Creator:
Hello, everyone! I'm Korinthia, but people call me Kori! So, due to the subclass having some odd options, I have decided to make it so that the Features for your chosen Devoted Faction are listed as "Additional" Features. To find them, you need to have Optional Class Features turned on. If you don't, you will not see these features. The cool part here is that, if you really wanted to (I won't be for campaign-related reasons), you could choose different ones, or all of them! Be as insanely OP as you want.
That being said, until next time and thank you for checking out the Faction Veteran Rogue Subclass!
P.S. - This is also why I have the spell lists separated. So that I can post this. TvT
Subclass Information:
In the underworld of Faerûn, power and survival often hinge on loyalty to a faction. Rogues who dedicate themselves to the creed of a thieves' guild are known as Faction Veterans—individuals who excel not just as thieves but as representatives of their guild’s ideals and methods. These rogues have earned their faction’s trust and favor, gaining access to resources, training, and clandestine connections that others can only dream of.
Faction Veterans embody the philosophy of “keep your friends close, and your enemies closer.” They are cunning operators who exploit alliances, neutralize threats with subtlety or force, and adapt to the ever-changing landscape of guild politics. Each faction instills its own unique skills and traits in its members, shaping their approach to combat, subterfuge, and survival.
Unlike solitary rogues, Faction Veterans operate with the weight of an organization behind them. Whether in the shadows of Neverwinter, the bustling streets of Waterdeep, or the enigmatic courts of Tethyr, their reputation often precedes them. A Faction Veteran’s greatest weapon is not their blade but the network of spies, informants, and allies they command.
Faction Veterans represent a spectrum of guild ideologies. The Dead Rats teach scrappy survival and urban dominance, while the Shadow Thieves focus on manipulation and disguise. The Black Network instills brutal efficiency, the Xanathar Guild embraces chaos and magic, and the Shadowmasters merge stealth with arcane power. No two Faction Veterans are alike, but all share an unshakable commitment to their guild’s cause.
As a Faction Veteran, your skills reflect the teachings and resources of your guild. You might blend into the crowd as a master of disguise, enforce your will through sheer intimidation, or wield devastating magic imbued with the favor of your faction’s leadership. Whatever your path, you carry the mark of a rogue who serves a purpose larger than themselves—a true Faction Veteran.
Level 3: Faction Savvy
Starting at 3rd level, your deep association with your chosen faction manifests in the following ways:
- Specialized Knowledge: You gain proficiency in Investigation and your choice of Persuasion or Deception. If you already have proficiency in either skill, your proficiency bonus is doubled for checks made with that skill.
- Faction Contacts: Through your guild network, you can request nonmagical equipment, basic information, or minor favors. These requests require a few hours of in-game time and depend on the GM's discretion. Once per long rest, you can secure a significant advantage in one of the following areas:
- Access to restricted locations.
- Gaining intelligence on a specific person or group.
- Smuggling a small item through secure areas.
Additionally, your faction grants you a modest reputation. When interacting with others aware of your guild’s influence, you have advantage on Charisma (Intimidation) checks.
Deception
You gain proficiency in Deception.
Persuasion
You gain proficiency in Persuasion.
Level 3: Devoted Faction
At 3rd level, you choose a faction from among the most influential guilds across Faerûn: The Dead Rats, the Shadow Thieves, the Black Network, the Xanathar Guild, or the Shadowmasters.
Your faction shapes your abilities, granting you specialized features that reflect their distinct practices. You gain access to abilities that complement your rogue skills, whether through combat prowess, subterfuge, or magic. Your faction also provides a network of contacts, ensuring you have the resources and information needed to stay ahead of your enemies and achieve your goals.
Shadow Thieves
The Shadow Thieves are the preeminent thieves' guild of Amn. Known for their espionage and ability to infiltrate any circle, they specialize in staying one step ahead of their enemies. Shadow Thieves often maintain multiple false personas, thriving in political and criminal spheres alike.
- Level 3 – Master of Masks: You can cast Disguise Self once per long rest without expending a spell slot.
- Level 9 – False Identity: You can create an alternate identity with flawless credentials. This identity can withstand non-magical scrutiny and is indistinguishable from reality unless dispelled by magic.
- Level 13 – Silent Saboteur: You have advantage on Dexterity checks made to disable traps and pick locks. Additionally, you can use Thieves' Tools to sabotage a piece of equipment, causing it to malfunction or fail.
- Level 17 – Web of Lies: As an action, you can weave a magical compulsion into your words. Choose one creature within 30 feet that can hear you; it must succeed on a Wisdom saving throw or become Charmed for 1 minute.
The Black Network
The Zhentarim, or "Black Network," operate as a shadowy mercenary group and thieves' guild. Known for their ruthlessness, they demand loyalty and deliver swift punishment to those who defy them.
- Level 3 – Lethal Precision: When you deal Sneak Attack damage, you can reroll any 1s or 2s on the damage dice once per turn.
- Level 9 – Dark Bargains: When you take damage, you can expend a hit die as a reaction to add your Charisma modifier to your AC until the end of your next turn.
- Level 13 – Fearsome Reputation: When you reduce a creature to 0 hit points, you can use your bonus action to frighten a creature of your choice within 30 feet for 1 minute. The frightened target can repeat the save at the end of its turns.
- Level 17 – Dominator’s Strike: Once per long rest, when you hit a creature with a Sneak Attack, it must succeed on a Wisdom saving throw or become Paralyzed for 1 minute.
The Dead Rats
The Dead Rats began as a gang of Wererats in Neverwinter, specializing in smuggling and espionage. Today, they control a vast network of informants, assassins, and thieves. Members are masters of blending into city life, escaping pursuit, and thriving where others would perish.
- Level 3 – Rat’s Scurry: You gain 10 feet of additional movement when using the Disengage or Hide actions.
- Level 9 – Vermin Resilience: You have advantage on saving throws against disease and poison. Additionally, you can cast Detect Poison and Disease once per long rest without expending a spell slot.
- Level 13 – Urban Shadows: While in urban environments, you gain expertise in Stealth, and creatures have disadvantage on checks to detect you when you are lightly obscured.
- Level 17 – Swarm Tactics: Once per turn, when you hit a creature with a Sneak Attack, you can summon a swarm of spectral rats to harry your target. The swarm deals psychic damage equal to your Rogue level and reduces the target's speed by 10 feet until the start of your next turn.
The Shadowmasters
Operating in Tethyr, the Shadowmasters are a secretive organization that combines the arts of assassination and arcane power. They embody the darkness, utilizing magic to outwit and outmaneuver their enemies.
- Level 3 – Shadow Step: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
- Level 9 – Mystic Veil: You can cast Invisibility once per long rest without expending a spell slot.
- Level 13 – Cloak of Shadows: You can use your reaction to impose disadvantage on an attack roll made against you while in dim light or darkness.
- Level 17 – Umbral Assassin: When you hit a creature with a Sneak Attack while in dim light or darkness, you deal an extra 2d6 necrotic damage.
The Xanathar Guild
The Xanathar Guild operates in the criminal underworld of Waterdeep, with eccentric and dangerous methods. Known for their love of bizarre tactics, they embrace a combination of brute force and magical trickery.
- Level 3 – Guild Arsenal: Gain proficiency with a martial weapon of your choice and one artisan's tool.
- Level 9 – Underboss's Favor: Once per long rest, you can reroll a failed saving throw.
- Level 13 – Mind Over Matter: You have advantage on saving throws against being Charmed or Frightened.
- Level 17 – Eye Tyrant’s Favor: Once per long rest, you can cast Disintegrate without expending a spell slot.
Spellcasting: Guild Initiate
Your initial connection to your faction grants you basic spells that help you blend in and gather intelligence. You learn the following spells, which you can cast once per long rest without expending a spell slot:
- Disguise Self: You can magically alter your appearance, allowing you to assume the guise of someone else for up to 1 hour.
- Detect Poison and Disease: You can sense poisons, toxins, and diseases in creatures or objects within 30 feet of you.
Spellcasting: Guild Acolyte
At 9th level, your growing expertise in your guild allows you to cast Misty Step to escape danger in a blink and Invisibility to vanish into the shadows. These spells reflect your guild's knack for agility and misdirection. You use Charisma as your spellcasting ability for these spells.
Spellcasting: Guild Caster
At 13th level, your deeper immersion into guild tactics unlocks potent magical skills. You can cast Fear to unnerve enemies and Counterspell to thwart their plans. These spells demonstrate your guild's reach and influence. You use Charisma as your spellcasting ability for these spells.
Spellcasting: Guild Mage
At 17th level, you gain access to the pinnacle of guild spellcasting. You can cast Disintegrate to eliminate obstacles with raw power and Dominate Person to bend foes to your will. These spells embody the might and authority of a guild master. You use Charisma as your spellcasting ability for these spells.
Previous Versions
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