Rogue
Base Class: Rogue

"Sharp blades, Sharp instincts, Sharp armour... Screw it I'm gonna be a giant sword now" A quote from one these experts in destruction, believed to go by the allies the wordy warrior, the corpse lake

Born out of the necessity to destroy and distract. There’s nothing like the smell of red dragon flame infused chemical concoctions in the morning. This specialist rogue is a complete wildcard and is seen more of an outlier amongst thief guilds. Trained to fight in arcane, alchemical, martial and ranged fighting. Be they warriors for coin or public justice one thing is always clear once they complete the job, it's usually time to move out of the neighbourhood

Trained and dangerous (Bonus Proficiency):

Taking on this expertise is not any walk in the park it will be hard and dangerous but has many benefits. At level 3 you gain proficiency in firearms, alchemical kits, tinkerer’s tool and one other kit or language of your choice.

Insurgent

Rogues that follow the Anarchist path have a knack for a variety of jobs and always have the resources to pull of any job so sometimes learning skills from other Rogues can be a valuable resource. At level 3, The Anarchist may choose another Rogue Archetype (Assassin, Thief, Arcane trickster, Inquisitive, Mastermind, Scout, and Swashbuckler) to replicate all their 3 level abilities. You can choose to replicate another archetype 3 level abilities at 6 level

Calling Card

At 3 level As you begin to experiment with the tools available to you, and your abilities in combat start to spread as rumours around the criminal empires you can mix and match different techniques you have learnt from your expertise and proficiencies including modifying weapons with your choice of arcane or alchemical options, you may choose to swap out these effects once every short rest. Arcane modification: allows you to reproduce ammo based on each school of magic (see arcane archer Arcane shot options).  Alchemical modifications: allow you to tweak elemental effects on your weapons using stolen information and formula from artificers (See alchemical formula on the artificer)

Divide and conquer

At level 9 your reputation has gotten you noticed by the wrong people, to avoid any suspicion and further bloodshed you have adopted a certain persona or quirk in which you are left alone. You gain advantage on deception, intimidation and persuasion rolls against none rogues. When attempting this in the aura of someone else who speaks thieves’ cant you add your Wisdom modifier and proficiency bonus to this roll.

Specialist for mayhem

  • At 13 level, your more experimental nature is tested once again as you modify all your weapons to complete your tasks. Weapons and armour can now be modified with arcane alchemical components at the same time. (players decide with DM, who will ask you to make the necessary checks on tinkering and price to do).

Use the list below as a guide.

Modifications

Options

Weapons

·        In my sights: All Ranged weapons (Except those with the thrown property) increase their range an additional 50/100 feet

·        Double-edged: All martial melee weapons have been modified in a way to increase their damage, doing an additional 1d8 on a successful hit and 1d4 on a miss

·        Internal bleeding: weapons with Finesse or versatile property now have advantage on the sneak attack (must have access to phase spider silk or a non-corporeal element in the campaign)

·        Boil and Bubble: all alchemic based solutions including alchemical formulas you make will do additional damage equal to your level worth of D4

Armour

·        Get over here: situated in your vambrace or gauntlet is a hook and 40ft of rope to be fired in situations. To pull something/ someone, the player must make a strength check. DC15. If successful the captured prey is considered grapple and can attempt to free themselves at the end of their turn

·        Quick on the draw: players now can hold up to 5 times their rogue level in additional ammo, without being encumbered

·        Fly like an eagle: your armour now contains a set of foldable and detachable wings that allow the player to gain a fly speed equal to their walking speed (if the player already has a fly speed, then said fly speed is double). If the player takes more than 20 points of damage in a single round the wings are considered damage and must be repaired

 

Remember, remember…Gunpowder treason and plot

At 17 level, you are truly the anarchist feared by all cities, Your training, scouting, learning and experimental have served you well so far, as you work with your party you have learnt much from them may it guide you. Pick one of your fellow party members class and copy an ability between 3-14 levels for the next 8 hours I To use this again you will need a long rest.

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