Rogue
Base Class: Rogue

-"Forget identity... It is a concept that is dead to me".

A con man only thinks for themselves. They take every opportunity to manipulate others around them into doing their nasty deeds. As a con man, you strike fear and confusion into your enemies hearts, however, the option to charm them and make them an ally is also an option. You can take on the identity of whoever you want, whenever you want, as long as you understand the risks involved. 

Anti-Charm

You are immune to be charmed and frightened

Sodom and Gomorrah

You gain the ability to turn one against another with the snap of you fingers. Using only what knowledge lies before you, you manipulate one target within 15-feet of you into attacking another within 15-feet. The target must succeed an Intelligence saving throw DC 15. On a fail, the target is unaffected. If you succeed, the target can try again to succeed once every turn. 

Deceptive Nature

You become increasingly deceptive as your skills as a Con Man grow. You gain a +5 to your deception skill checks. You also become proficient in deception. 

Play Dead

You gain the ability to trick all creatures around you into believing you are dead. As an bonus action, you can Play Dead by succeeding on a DC 15 Deception skill check. All creatures will ignore your body that is now lying on the ground and you may choose when to reemerge. You can only use play dead once during combat. 

False Identity

You gain the ability to change your identity at any given time, as long as your out of sight. When doing this, your voice and look changes. This ability is magical to an extent and even allows you to change the look of your current race. However, you may not change your racial traits or attributes. A human rogue cannot turn into a Balor.

Back Stab

You use your deceptive abilities to back stab an unwilling creature. As an action, you roll for a DC 15 Deception Saving Throw. On a succeeded roll, you roll to hit and then roll 3d12+prof bonus. On a failure, you fail to gain the trust of a creature and lose your turn.

The damage increase by +1D12 at level 10, level 13, level 15, level 17, and level 19

Cowardly or Strategic

Your speed increases by 15-feet and the affects of attack of opportunity cannot be used on you. 

Tongue of Many Lies

You gain the ability to learn any language you hear at least once 

House of Cards

Your skills as a con-artist have grown and so has your popularity. Citizens of cities and towns start to notice your presence and think of you as a hero of sorts. You gain the trust of all people who belong to a town, some even view you as a leader. 

Mob Boss

You have connections in almost all corners of the world due to your name being praised. As a bonus action, you can summon 3 goons of your choice. The goons must have a CR of 3 or lower and must be medium sized or smaller. The goons can attack enemies with you or they can complete operations in your place. This can only be used 3 times per combat.

Trigger Word

You can control a singular individual per day. The target must be large sized or smaller and cannot be god, elemental, large demon, etc. You create a trigger word or phrase and when said the target must succeed a Intelligence Saving Throw DC 17. The target must do whatever you say. The control over the target is lost after a long rest. 

Previous Versions

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2/21/2021 8:47:47 AM
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