Base Class: Rogue
The Veiled Tide Operative is a specialist in going where others cannot, taking what others cannot reach, and leaving before anyone understands what happened.
Members of the Veiled Tide are variously described as spies, smugglers, thieves, saboteurs, sea-shadow scouts, intelligence agents, burglars, rescuers, and criminals. All of these descriptions can be correct.
Where an Assassin focuses upon killing a target and a Thief focuses upon extraordinary acts of burglary and mobility, the Veiled Tide Operative specializes in penetration and extraction.
A Veiled Tide mission might involve slipping through a customs fortress under forged papers, entering a noble compound across its tiled rooftops, sabotaging a pirate vessel before it leaves harbor, replacing a foreign intelligence report with a false copy, rescuing a witness from a guarded estate, or moving an entire group of fugitives through marsh paths and hidden docks that official maps insist do not exist.
The best Veiled Tide operation leaves little evidence of violence.
Sometimes there is no evidence anyone was there at all.
The operative entered.
Something changed.
The tide withdrew.
Origins in Aetheris
The Veiled Tide tradition is rooted in the Nihonkai Isle Chain, particularly Seiryūjima, Kurosejima, Nagisahama, and the hidden maritime corridors connecting the islands.
The organization predates some of the neat legal categories later imposed by the Shōrin Dominion. Veiled Tide traditions claim that hidden routes, fishing coves, marsh passages, smuggler paths, and covert family networks existed before magistrates drew administrative borders across them.
Today the Veiled Tide occupies two overlapping identities.
Within the Azure Chrysanthemum Accord, it is the Accord's covert operations branch. Officially, it does not exist. Its recognized duties behind closed doors include:
- espionage;
- counterintelligence;
- infiltration;
- sabotage;
- covert extraction;
- surveillance;
- and protection of sensitive intelligence.
Outside Seiryūjima, the name describes a broader and considerably less tidy family of maritime covert networks.
Some cells defend local communities.
Some work with Dominion officials.
Some monitor foreign smugglers.
Some rescue captives from pirates or slavers.
Some steal.
Some blackmail.
Some smuggle weapons.
Some sell information to whoever pays.
The Shōgunate publicly condemns many of their activities while privately using Veiled Tide routes when ordinary channels are too visible, too slow, or politically impossible.
This ambiguity is fundamental to the subclass.
A Veiled Tide Operative may be a patriotic intelligence agent.
Or a smuggler who occasionally does patriotic work.
Sometimes even the operative is uncertain where that distinction lies.
Philosophy and Doctrine
The Veiled Tide teaches that control of movement is control of circumstance.
Fortresses are built around assumptions.
Customs officers assume goods pass through gates.
Guards assume people use roads.
Magistrates assume identities correspond to documents.
Naval captains assume ships enter through recognized channels.
Prisoners assume walls surround them.
The Veiled Tide survives by finding the assumption that is wrong.
Their doctrine is commonly summarized through four principles.
Water Does Not Argue With Stone
When an obstacle cannot be overcome directly, move around it.
Force is rarely the first solution.
Every Wall Has Another Side
A secure location is merely a location whose hidden route has not yet been discovered.
A Name Is Also a Door
Identity determines where a person is permitted to stand.
Therefore disguises, documents, etiquette, accents, credentials, uniforms, and believable lies are as useful as lockpicks.
Leave Less Than You Take
An operation is not truly successful merely because the objective was achieved.
The enemy must also struggle to understand:
- who acted;
- how they entered;
- what they learned;
- where they went;
- and what they intend next.
Moral Tension
The Veiled Tide exists precisely where law and necessity stop matching cleanly.
An operative may illegally smuggle a persecuted family away from traffickers.
They may also illegally move contraband for profit.
They may steal military plans to save thousands of lives.
They may steal private correspondence to blackmail a magistrate.
They may hide a witness from corrupt officials.
They may hide an assassin from honest ones.
The Dominion material deliberately presents the Veiled Tide as ranging from morally gray protectors to blackmailers, traffickers, and opportunists.
A Veiled Tide character therefore constantly faces the question:
If the law is wrong, what replaces it?
Loyalty?
Conscience?
Clan?
Coin?
The mission?
Visual Identity
Veiled Tide Operatives do not possess one obvious uniform.
That would defeat the purpose.
Their mission clothing commonly favors:
- charcoal;
- deep indigo;
- storm gray;
- black-green;
- muted blue;
- weathered brown;
- and dull silver.
Clothing is lightweight, layered, water-resistant, and deliberately easy to alter.
A single reversible coat might become:
- dockworker clothing;
- merchant livery;
- travel robes;
- servant attire;
- or dark infiltration garments.
Typical equipment includes:
- soft-soled footwear;
- lockpicks;
- climbing hooks;
- silk cord;
- folding grapnels;
- concealed blades;
- wax tablets;
- waterproof document cases;
- forgery kits;
- signal mirrors;
- coded lantern shutters;
- collapsible tools;
- smoke compounds;
- and false seals.
Some carry short swords or daggers.
Others favor bows, hand crossbows, or compact firearms where access permits.
The finest operatives look entirely ordinary.
That is the point.
Role in Aetheris
The Veiled Tide Operative serves primarily as a:
Controller / Scout / Infiltrator
with secondary striker capabilities derived from the Rogue's normal Sneak Attack.
Its specialty is not producing more damage than other Rogues.
It instead excels at:
- infiltration;
- escape;
- moving allies;
- denying Reactions;
- creating false identities;
- manipulating documents;
- bypassing security;
- sabotage;
- counter-surveillance;
- and making pursuit extremely difficult.
The subclass is especially effective in campaigns involving:
- espionage;
- urban intrigue;
- ships;
- political missions;
- heists;
- prisons;
- extraction operations;
- smuggling;
- intelligence wars;
- and hidden routes.
Subclass Integration
Shōrin Dominion
The Dominion views the Veiled Tide with institutional suspicion.
Port magistrates officially treat many cells as criminals, yet unofficial bargains and shared enemies are common. The Veiled Tide's ability to move people, messages, and goods outside formal channels makes the organization simultaneously useful and dangerous.
Kurosejima
Perhaps the ideal environment for the tradition.
Its marshes, hidden paths, black-water channels, Kitsune communities, Hengeyokai territories, covert routes, and unstable authority make ordinary policing exceptionally difficult.
Nagisahama
Veiled Tide operatives work among:
- foreign merchants;
- customs officers;
- smugglers;
- naval personnel;
- dockworkers;
- courtesans;
- spies;
- and merchant houses.
Seiryūjima
The Accord's most disciplined Veiled Tide cells operate here.
Organizations and Orders
Azure Chrysanthemum Accord
The Accord maintains the most structured and politically protected Veiled Tide operations.
Its primary covert assets include the Whisper Network, Black Herons, Silent Harbor, Hollow Wave, and Black Ledger Vault.
Kage-Ei
Their relationship is complicated.
The Kage-Ei represents centralized Shōgunal intelligence.
The Veiled Tide represents flexible, local, maritime, and often semi-independent intelligence.
Depending upon the mission, they may be:
- allies;
- rivals;
- handlers and assets;
- competing investigators;
- or mutually infiltrated organizations.
House of Silk Lanterns
The Silk Lanterns acquire information socially.
The Veiled Tide acquires information physically.
A Silk Lantern may discover that a foreign ambassador possesses forbidden correspondence.
The Veiled Tide ensures the correspondence appears on the correct desk before sunrise.
Azure Fleet
Cooperation is especially common in:
- anti-piracy intelligence;
- harbor infiltration;
- covert reconnaissance;
- prisoner recovery;
- and placing agents aboard suspicious vessels.
Subclass Features
|
Rogue Level |
Feature |
|
3rd |
Tidecraft Operative, False Current |
|
9th |
Silent Harbor Method |
|
13th |
Black Heron Doctrine |
|
17th |
Vanish with the Tide |
Tidecraft Operative
Veiled Tide training teaches that infiltration requires more than quiet feet.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Additional movement benefits at 9th level
You gain Expertise with:
- Disguise Kits;
- Forgery Kits;
- Water Vehicles;
- and Navigator's Tools.
If you already possess Expertise in one of these, choose another Intelligence, Wisdom, or Dexterity skill or tool proficiency.
Choose either your Disguise Kit or Forgery Kit proficiency. Your Proficiency Bonus is doubled for ability checks you make using the chosen tool.
Tideborn Movement
You gain a Climb Speed equal to your Speed.
You also gain a Swim Speed equal to half your Speed.
At Rogue level 9, your Swim Speed becomes equal to your Speed.
Smuggler's Eye
You have Advantage on checks made to:
- find concealed compartments;
- identify hidden cargo;
- detect falsified manifests;
- recognize forged travel papers;
- identify concealed entrances;
- or determine where an object could be hidden within a vehicle, room, or container.
Concealed Carry
You may conceal one Tiny object or weapon on your person during a Short or Long Rest.
A creature searching you has Disadvantage on its check to discover that item unless it already knows what it is looking for.
False Current
"Never become invisible. Become expected."
You learn to manipulate expectation rather than merely hiding from sight.
Action Type: Special / Bonus Action
Uses: Proficiency Bonus per Long Rest for combat application; cover identities are otherwise at-will with preparation
Duration: Variable
Scaling: Expanded at levels 9 and 13
Cover Identity
During a Long Rest, you may create or reinforce one Cover Identity.
Your identity includes plausible:
- clothing;
- mannerisms;
- occupation;
- personal history;
- routine documents;
- travel purpose;
- and basic credentials.
You may use your Forgery Kit and Disguise Kit as part of this preparation without separately tracking the time normally required.
Your cover does not automatically grant real governmental authority, magical credentials, noble lineage, or information you do not know.
However, mundane observers who have no specific reason to distrust you normally accept the identity unless circumstances call it into question.
When a check is required to maintain the identity, you may use Dexterity (Disguise Kit), Intelligence (Forgery Kit), or Charisma (Deception) as appropriate.
Slip the Current
As a Bonus Action, you enter a practiced pattern of misleading movement until the end of the current turn.
During this movement:
- Opportunity Attacks against you have Disadvantage;
- you may move through the space of a hostile creature that is your size or larger;
- and you may attempt to Hide if you end your movement Lightly Obscured by mist, smoke, crowds, foliage, dim light, hanging cloth, or similar visual clutter.
You may use Slip the Current a number of times equal to your Proficiency Bonus.
You regain all expended uses when you finish a Long Rest.
Veiled Strike
Once on each of your turns when you deal Sneak Attack damage, if you were Hidden from the target immediately before the attack or used Slip the Current during that turn, choose one of these effects:
Cut the Pursuit. The target cannot make Opportunity Attacks until the beginning of your next turn.
Break the Line. Move up to 10 feet without provoking Opportunity Attacks from that target.
Spoil the Alarm. The target has Disadvantage on the next Wisdom (Perception) check it makes before the beginning of your next turn.
No additional damage is dealt.
Silent Harbor Method
A Veiled Tide operative is expected not merely to enter unseen, but to ensure others can escape with them.
Action Type: Passive / Reaction
Uses: Reaction benefit — Proficiency Bonus per Long Rest
Duration: Instantaneous
Scaling: Improves False Current
Your Swim Speed becomes equal to your Speed if it was not already.
You can also hold your breath for 1 hour.
Shadow Route
You and creatures traveling with you may move at a normal travel pace while using Stealth.
When you spend at least 10 minutes examining an inhabited area, vessel, fortress, settlement, or building exterior, you can identify the most plausible location of one of the following, if such a location reasonably exists:
- an overlooked entrance;
- an escape route;
- a servant or maintenance path;
- a defensible hiding location;
- an accessible rooftop route;
- a drainage or water passage;
- or a place suitable for a temporary dead drop.
This ability reveals a plausible route, not supernatural knowledge. It cannot reveal magically concealed passages or spaces you could not reasonably infer.
Covert Extraction
When a creature you can see within 30 feet becomes the target of an attack or ends its turn adjacent to a hostile creature, you may use your Reaction to direct its escape.
The chosen creature may move up to half its Speed without provoking Opportunity Attacks.
If it ends this movement in a space where it could Hide, it may immediately attempt to Hide.
You may target yourself with this feature.
You may use Covert Extraction a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Deeper Cover
You may now maintain two Cover Identities simultaneously.
Black Heron Doctrine
The Black Herons are the Veiled Tide's most elite operatives, trained in infiltration, sabotage, and assassination. Only a handful are believed to exist at any given time.
You have learned methods attributed to their inner discipline.
Action Type: Passive / Bonus Action
Uses: Sabotage — Proficiency Bonus per Long Rest
Duration: Variable
Scaling: Permanent improvement
Impossible Entry
You have Advantage on ability checks made to:
- pick locks;
- disable traps;
- forge documents;
- bypass mundane security;
- disguise evidence of entry;
- hide evidence of theft;
- or sabotage a mechanical device.
In addition, whenever you roll an ability check using Thieves' Tools, a Disguise Kit, or Forgery Kit, you may treat a d20 roll of 7 or lower as an 8.
This applies before modifiers.
Black Heron Sabotage
As a Bonus Action while within reach of an unattended object or mechanism, you may attempt to sabotage it using Thieves' Tools.
Examples include:
- locks;
- doors;
- ropes;
- pulleys;
- wheels;
- weapon racks;
- alarm mechanisms;
- lanterns;
- carriage fittings;
- ship rigging;
- mundane traps;
- firearm mechanisms;
- or similar equipment.
The Game Master determines whether sabotage is possible.
If an ability check is required, the DC is based upon the complexity of the object.
On a success, choose one appropriate effect:
Silent Failure. The device appears normal but fails the next time it is used.
Delayed Failure. The device fails at a time or condition you specify that could reasonably be arranged mechanically.
Locked State. A mechanism becomes jammed and requires an Action and a successful ability check to restore.
False Function. The device appears to activate normally but does not accomplish its intended function.
Magical artifacts and purely magical effects cannot normally be sabotaged this way unless they possess a mechanical component.
You may use Black Heron Sabotage a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest.
Counterintelligence Discipline
Your mind has been conditioned against interrogation and pattern exploitation.
You have Advantage on saving throws against effects that would:
- magically compel you to reveal information;
- determine whether you are lying;
- or read your surface thoughts.
Magic may still affect you normally on a failed saving throw.
Additionally, Insight checks made to determine whether you are maintaining a Cover Identity are made with Disadvantage.
No Trace
Whenever you successfully use Cunning Action to Hide, you may also obscure obvious signs of your passage.
Until the beginning of your next turn, mundane attempts to track you rely on the normal environment rather than clear evidence such as:
- footprints;
- displaced objects;
- open doors;
- dropped equipment;
- or obvious blood trails.
This does not remove supernatural tracking marks or evidence you intentionally leave behind.
Vanish with the Tide
"If they can describe how you escaped, you left too slowly."
You have mastered the Veiled Tide's supreme operational principle: the objective and operative vanish together.
Action Type: Special / Reaction
Uses: Once per Short or Long Rest
Duration: Until the end of your next turn, with some lasting effects
Scaling: Capstone
When one of the following occurs, you may activate Vanish with the Tide:
- you deal Sneak Attack damage;
- you successfully steal or acquire an important unattended object;
- you successfully free a creature from a restraint;
- or a hostile creature discovers your Cover Identity.
You immediately gain the following benefits.
Gone Between Heartbeats
Move up to your Speed without provoking Opportunity Attacks.
During this movement:
- you can move through hostile creatures' spaces;
- nonmagical Difficult Terrain costs no additional movement;
- and you can climb and swim without additional movement cost.
At the end of this movement, you may immediately Hide without using an action if you have any plausible concealment.
Blinded Pursuit
Until the end of your next turn, creatures you damaged or moved adjacent to during Gone Between Heartbeats:
- cannot make Opportunity Attacks against you;
- have Disadvantage on Perception checks made to find you;
- and cannot gain Advantage on attacks against you.
Extract the Asset
Choose up to a number of willing creatures within 30 feet equal to your Proficiency Bonus.
Each chosen creature may immediately use its Reaction to move up to half its Speed without provoking Opportunity Attacks.
A creature moved in this way may move toward any position it chooses.
This feature can therefore extract an entire small team rather than merely saving the Rogue.
Erase the Route
For 1 hour, mundane creatures attempting to track you or the creatures moved by Extract the Asset have Disadvantage on their tracking checks.
If you reach a settled location, crowd, vessel, waterway, marsh, forest, cavern network, or another environment containing multiple possible routes during that period, you may choose to end Erase the Route early.
If you do, mundane tracking of your group automatically fails unless the pursuer possesses direct knowledge of your destination.
This does not defeat magical tracking.
The Tide Returns
After using Vanish with the Tide, you regain one expended use of Slip the Current and one expended use of Covert Extraction.
Once you use Vanish with the Tide, you cannot use it again until you finish a Short or Long Rest.
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