Rogue
Base Class: Rogue

As a smuggler, you fill the criminal niche between where thieving ends and profit begins, connecting all manner of stolen, contraband, or otherwise suspicious goods with those who are willing to pay a great deal of coin for those things with no questions asked.  If someone needs to escape a city without being noticed, you're the person they would come to for help, provided they have the coin to pay for your services.  Rogues who embrace this path typically do their best to avoid a fight, preferring to be either stealthy and quiet or just use fast talk, intimidation, lies, and bribes instead of daggers and crossbows.  A smuggler is usually well traveled and at home both in city streets as well as the open road, going to wherever business is good and enforcement of laws is either lax or flexible.  

Nothing to see here

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Stealth) check to attempt to hide an object or a willing creature within 5 feet of you.  Alternatively, you can use this bonus action to allow a friendly creature outside of this range that can see or hear you to use its reaction to immediately attempt to Hide.

Razor Wit

Sometimes knowing the right thing to say or knowing what someone wants to hear can be just as important as how you say it or how charming or likable you are.

When you choose this archetype at 3rd level, you can add your Intelligence modifier to your roll for any Charisma (persuasion), Charisma (deception), or Charisma (intimidation) check.

Additionally, you have a keen sense of when a social interaction is beginning to go badly and can quickly change strategies mid-conversation to attempt to salvage your goals.  When you fail an ability check using one of Charisma (persuasion), Charisma (deception), or Charisma (intimidation), you can immediately make a roll to attempt to use one of the other two skills from that list to achieve the same result in a different way without any disadvantage or consequence for that initial failure.  You can use this ability once, and regain the ability to use it when you finish a short or a long rest.  

Low Profile Leader

Starting at 9th level, you can use your action to grant any number of friendly creatures within 30 feet of you advantage on all Dexterity(stealth) checks until the end of your next turn.

Superior Preparation

Starting at 13th level, you are always on the lookout for danger, and have taken pains to make sure that you and your allies are always prepared for an ambush.

If you or your party are surprised, you and all of your allies have advantage on all saving throws until they take their first turn in combat, and all hostile creatures have disadvantage on attacks that target any ally of yours (including yourself) that has not yet taken a turn in combat.

Magical Appraiser's Eye

When you reach 17th level, your eye for powerful, rare, valuable, and contraband items has no equal.  You can take 10 minutes to examine any item, gaining information about it as though you had cast the identify spell on it, though you do not use magic to do so.  You know the approximate market value of any item you use this feature to examine, regardless of whether it is magical or not.  You can also tell immediately if an item or document is a forgery (no ability check required) provided you have at least some knowledge of what the object is (you can't tell a document written in a language you can't read is a forgery, and you can't tell if a small machine is a fake if you don't know what it does, for example).

Additionally, your study of the value of magical items has given you a deep functional understanding of how they work and how others can use them.  Any time you are attacked by a creature wielding a magical weapon for that attack, or a spell is cast against you where the caster was using a magical item as a spell focus, you can use your reaction to protect yourself from that attack or spell.  Using this reaction imposes disadvantage on all attack rolls against you from that creature, advantage on all saving throws against spells cast by that creature, and resistance to all damage from that weapon or spell until the end of your next turn.  You can use this feature once, and regain the ability to do so after completing a short or a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes