Rogue
Base Class: Rogue

Often hailing from and/or preying on high society, the Audacious Thief is a thief who eschews stealth in favor of showmanship. Their marks are so enthralled by their distracting spectacles that they miss their precious treasures being stolen from beneath their very noses.

Flashy Fingers

Starting at 3rd level, when you make a Dexterity (Sleight of Hand) check to steal an object in a container worn or carried by a person.who can see you, you can add your Charisma ability modifier to your roll. If the check succeeds, the theft is unnoticed by that person until they attempt to use or specifically turn their attention towards it.

Dramatic Entrance

Starting at 3rd Level, you can use your movement to emerge from hiding dramatically. You can use your bonus action to gain 10 extra feet of movement and your movement does not provoke opportunity attacks this turn from enemies who could not see you at the beginning of your turn. When you use this bonus action, all creatures within 60 feet of you who can see you that couldn't see you at the beginning of your turn have disadvantage on Wisdom (Perception or Insight) checks until your next turn ends. Creatures within 60 feet of you who cannot see you are alerted to your presence.

Additionally, until the end of your next turn, one creature of your choice (including yourself) gets advantage on their next attack on a creature affected by this ability. After they have made this attack or at the start of your next turn, the effect ends for the attacker and target.

Note of Notoriety

Starting at 9th level, you have gained the ability to write letters that are so disconcerting that they cause the readers' paranoia to distract them.

You get proficiency with a Calligraphy Set if you don't have it already.

You may take 10 minutes and 50 gold worth of supplies to craft a letter announcing your intent to steal an item or information that a specified recipient values. For the next 48 hours, once the letter is read by the recipient you may cast the Locate Object spell on that item at will. The recipient and anyone they tell about the letter become frightened of you and are compelled to move towards and defend the object if they value it and know where it is. They stop being frightened while they can see the object or its container, but resumes when it is out of their view.

Rakish Charm

Starting at 9th level, you may add your Dexterity ability modifier to Charisma (Deception, Performance, or Persuasion) ability checks.

Additionally, if you spend at least 1 minute talking to a creature, you may ask them one question which they must answer as truthfully as they can. On a successful Wisdom (Insight) roll contested by your Charisma (Deception), they know that you've tricked them into telling you. You may use this ability on a particular creature once per 24 hours, and a maximum number of times equal to your Charisma modifier. You regain uses but not targets when you take a Long Rest.

Escape the Scene

Starting at 13th Level, you can use limited magic to make a dramatic exit when attacked. When you use your Uncanny Dodge reaction or succeed at your Evasion roll, you may cast Misty Step once and regain this ability after a short rest.

Split-Second Steal

When you reach 17th level, you're able to pick pockets while in the middle of a fight. When you use your Sneak Attack after taking the Attack action, you can use a bonus action to take an item from a container worn or carried by that foe.

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