Rogue
Base Class: Rogue

A tourist-esque subclass for the rogue based on Twoflower from the discworld book series. This translated in a rogue subclass which is weirdly defensive. It is more survivable than most other rogue subclasses. It brings with it some limited utility useful to being the 'face' of the party.  It gains some niche skills along the way with your very own luggage as the capstone ability.

Level 3: Blissfully Unaware

You gain resistance to fear effects, if you were already resistant you become immune.

Enemies do not gain advantage on attack rolls due to being hidden from you.

You need to fail 4 death saving throws to die instead of 3, your body does not register the fear of dying.

Level 3: Language Pamphlet

You gain language pamphlets for every common language. Each language however only has scarce few phrases like. “Good sir/madam, where could I find the lavatories?”

Level 9: Iconograph

You’ve acquired your very own iconograph. This wonderful device allows you to instantaneously acquire paintings of your many travels. Enemies who stare right into the flash of the iconograph must succeed in a DC15 constitution save or be blinded until the start of your next turn.

The iconograph is operated by an imp with a good eye for colour. Those sensitive to fiendish energy will detect the imp inside.

 If destroyed it’ll take about 2 weeks to reconstruct and summon/capture an imp. This process will cost about 50gp in materials.

Level 9: Conspicuously Inconspicuous

Your wild colourful exotic clothing with all the frills and souvenir patches on top make you stand out in a crowd. You gain disadvantage on stealth outside of combat. Your weird clothing however makes you seem unassumingly harmless, making you a threat often merely glanced over. When you hide in combat it is now done with advantage and you don’t need be hidden from view.

Enemies you’ve sneak attacked or hit with a critical hit will no longer be fooled, you lose the advantage bonus (you can still hide without being hidden from view).

You gain advantage on persuasion checks but disadvantage on intimidation checks.

Level 13: Tourist Expertise

If you know your destination you can find out about common environmental dangers. In any medium sized settlement you can source together items like sunblock, insect spray, potions against seasickness, snake repellent, etc.  

When you’d roll an environmental hazard effect which would give you exhaustion reduce the DC by 3. If you succeed the check, incrementally increase the DC’s difficulty by 4 until you’ve failed. This means you get -3, +1, +5 etc. This ability resets on failed save or on a long rest.

Level 17: Luggage

Carrying around your many souvenirs has become tiresome. You’ve managed to befriend a mimic that through happenstance has been magically enhanced. The mimic also functions as a bag of holding and can attempt to swallow tiny and small sized creatures or incapacitated medium sized creatures. The Mimic’s initiative is immediately after the rogue and it counts as a familiar.

Use the normal mimic stat block but it has 30feet movement and the swallow skill:

Swallow:

The mimic makes one bite attack against a small or tiny target that is grappled or an incapacitated medium sized creature. If the attack hits, the target is swallowed and shunted either into the dimensional storage or the stomach (depending on how fed the mimic is) and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the mimic. The mimic can use a bonus action to have a  flat dc 10 check to shunt someone inside the stomach into the dimensional storage.

If shunted inside the dimensional storage the target takes 2d4 force damage at the start of each of the mimic’s turns.

If shunted inside the stomach the target takes 4d8 acid damage at the start of each of the mimic’s turns.

The mimic can have 1 swallowed target in both the dimensional storage and the stomach.

Victims inside the dimensional storage can attempt a flat 14 save to escape, if they succeed they appear in the stomach. If someone else is currently in the stomach, the mimic vomits them both out.

If the mimic dies, the dimensional storage ruptures releasing everything inside to the astral plane. Someone in the stomach is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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