Rogue
Base Class: Rogue

Tregetours move unseen through the hidden currents of the world’s quiet economy, an intricate web of favors, secrets, and whispered bargains. They haunt the soft places where deals are struck away from prying eyes, shadowed back rooms, velvet ropes guarding exclusive gatherings, confessional booths heavy with unspoken truths, and counting houses where fortunes shift like sand. A promise from a Tregetour carries weight far beyond honest coin, for their craft thrives where restraint and appetite intertwine.

Their art is subtle and uncanny. With pale illusions that distract the eye and messages that slip like whispers between teeth, they reach across a crowded room to lift a purse without ever being seen. Force and steel are tools of the blunt and the brash, Tregetours prefer temptation, timing, and the delicate touch of infernal craft. They wield suggestion and leverage as deftly as any blade or gold coin.

At the heart of their trade lie the Infernal Coins, tangible tokens forged in the Abyss and paid for in favors, fear, hunger, and secrets. To allies, an Infernal Coin is a blessing, a sudden edge in battle, a shadowy veil, a breath of borrowed courage. To enemies, it is a curse, a mark that reveals hidden weaknesses, a charm that turns resistance into complicity, a glamour that siphons both coin and loyalty from the unwary.

Whether a charming confidant, a silver-tongued swindler, or a shadow slipping through the crowd, a Tregetour survives where ordinary currency fails. For in every heart lies something to trade, and the true mastery of a Tregetour is not in what they take, but in what they make others owe.

Pallor Tricks

Starting at 3rd level, you learn the minor illusion and message cantrips.

Additionally, choose one 1st-level spell from the following list: charm person, disguise self, or silent image. You learn the chosen spell and can cast it at will without expending a spell slot. Charisma is your spellcasting ability for this spell.

Shadowgrasp

Starting at 3rd level, you gain the uncanny ability to steal coin from a distance, using subtlety and infernal cunning.

As a bonus action, choose one creature within 30 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s passive Wisdom (Perception) or passive Intelligence (Investigation) score, whichever is higher.

  • On a success, you steal coinage worth 2d6 Γ— your proficiency bonus gp from the target without their knowledge. The target remains unaware of the theft unless you rolled a natural 1 on your check.
  • Each time you successfully use Shadowgrasp, you gain 1 Infernal Coin, up to your maximum capacity.
  • On a failure, the target becomes aware of your attempt. You roll a d6 and consult the following table to determine the consequence:
d6 Consequence
1 The target immediately shouts a warning, alerting nearby allies and potentially triggering a combat encounter.
2 The target lunges to grapple or restrain you on their next turn, trying to stop your escape.
3 The target becomes hostile and gains advantage on attack rolls against you until the end of your next turn.
4 The target loudly accuses you, imposing disadvantage on your next Charisma (Deception) or Charisma (Persuasion) check.
5 The target attempts to steal something from you in retaliation (contested Dexterity (Sleight of Hand) check).
6 The target is suspicious and watches you closely, imposing disadvantage on your Dexterity (Stealth) checks for 1 minute.

 

You can use this feature a number of times equal to your proficiency bonus + your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.

Level 3: Infernal Coins

You possess a pool of tangible Infernal Coins, physical tokens representing favours, leverage, and dark social currency. You can hold a number of Infernal Coins equal to your proficiency bonus. Infernal Coins do not disappear on a long rest, you must spend or manage them carefully as you cannot hold more than your maximum capacity.

Spending Infernal Coins

As a bonus action, you can spend 1 Infernal Coin to grant one of the following benefits to an ally within 30 feet of you. The benefit lasts until the end of your next turn unless otherwise specified.

  • Infernal Edge: The ally adds your Sneak Attack damage to their next damage roll.
  • Veil of Shadows: The ally gains a bonus equal to your proficiency bonus on one Stealth or Deception check.
  • Dark Aid: The ally gains temporary hit points equal to your rogue level.
  • Whispered Knowledge: The ally learns one vulnerability or resistance of a creature they are fighting (provided by the DM).
  • Underhanded Tactics: The next creature that attacks the chosen ally before the start of your next turn becomes stunned until the start of your next turn, but only if that attack deals damage.
  • Silent Step: The ally can move up to half their speed without provoking opportunity attacks.
  • Writ of the Pit (Enlarge): The ally becomes one size larger until the end of your next turn. While enlarged, the ally has advantage on Strength checks and Strength saving throws, and their weapon attacks deal an extra 1d4 damage. If there is not enough room for the ally to grow, their size does not change.

 

Mark of the Abyss

When you successfully use Shadowgrasp on a creature, you can mark that creature for 1 hour. While marked:

  • You have advantage on Intelligence (Investigation) checks to locate the creature’s hidden wealth or secrets.
  • You have advantage on Deception and Stealth checks made against the marked creature.
  • When you or an ally deals Sneak Attack damage to the marked creature, you regain 1 Infernal Coin.
  • You can spend 1 Infernal Coin to impose disadvantage on the marked creature’s saving throws against charm or illusion effects until the end of your next turn.
  • As a bonus action, you learn one piece of secret or hidden information about the marked creature (such as a vulnerability, secret allegiance, or hidden motive). The DM provides this information.

Whispers of Temptation

When you spend 1 Infernal Coin, you can attempt to charm one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your subclass save DC or be charmed by you for 1 minute.

  • While charmed in this way, the creature is considered an ally to you and your allies, even if attacked by them. The creature won’t attack you or your allies unless provoked or attacked first.
  • The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • You can have only one creature charmed by this feature at a time. Charming a new creature ends the previous charm.

Cheat’s Way Out

When an ally you can see within 30 feet is targeted by an attack, you can use your reaction and spend 1 Infernal Coin to to impose disadvantage on that attack by creating a convincing illusory distraction.

If the attack misses because of this feature, the ally can move up to 15 feet to a space they can see without provoking opportunity attacks.

Infernal Sovereign

Once per long rest, you unleash your sovereign infernal will, bending the distracted and inattentive to your dark dominion. Choose a point you can see within 60 feet. Each creature in a 30-foot radius must make a Wisdom saving throw against your subclass save DC.

On a failed save, the creature loses coinage worth 2d6 + your Charisma modifier gold pieces and falls under your enthralling command, charmed by you for 1 hour. While under your sovereign influence, the creature regards you and your allies as masters and will not strike unless provoked. At the end of each of its turns, the creature may attempt to break free by repeating the saving throw.

For every creature subdued by your infernal sovereignty, you gain 1 Infernal Coin, a tangible token of your growing power and influence.

You may spend 5 Infernal Coins to invoke this majestic power again before completing a long rest.

The Tregetour β—„π•²π–”π–‡π–‘π–Žπ–“β–Ί Image

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