Rogue
Base Class: Rogue

You have been begun the first steps through a path of ruin raiding, and dungeon delving. You crave the excitement of discovering the lost and forgotten. Your mind and memory are sharper than any blade. Equipped with a unique magical tool and training passed down from the age of the 'First Generation' you charge bravely into the darkest depths that others fear to go for the sake of knowledge and glory. Archaeologists, explorers, and academics of all sorts tend to seek this path and do so vigorously.

Encyclopedic Knowledge

You have been trained in a secret magical technique that allows storing vast amounts of knowledge deep in the recesses of your mind, everything from History to the Mystic Arts, and now have the capacity to unlock some of that knowledge. When you reach 3rd level you gain proficiency in History and the bonus is doubled when rolling History checks. If you already have this bonus from another source then you may choose either Arcana, Nature, or Religion to receive this bonus. You gain proficiency in your choice of either Arcana, Nature, or Religion and you learn an additional language of your choice.

The Utility Pole

Starting at 3rd level you now have a magical ten-foot pole that weighs ten pounds and can only be operated by you or another dungeoneer if they attune to it. The pole can not be disarmed if you are holding it. The pole can be condensed into a smaller two-foot pole for easy transport or segmented into five two-foot poles for the express purpose of integrating your Designs into the pole.

Designs are intricate schematics for various gadgets to aid you and other creature that you choose in and out of combat. To integrate a design you must take a two-foot segment of the pole and spend 10 minutes shaping the Magic in the pole to have it transmute its matter and shape into the gadget. When a segment has a design integrated into it that segment now has two forms, the default pole form that, to all that are unaware, just appears to be a regular metal pole and the gadget form where when you use your Bonus Action to activate the segment it will magically transmute itself into the gadget that your design designated.

Starting at 3rd level you may learn three designs of your choice and you will learn one more when you reach levels 6th, 9th, 13th, and 17th level. Additionally when you gain a level in this class, you can choose one design you know and replace it with another the you could learn at that level.

Boosting segments

 Certain designs have a property called Boosted. This property means that by combing a segment not in use with one that is in gadget form you will increase the added benefit from the gadget stated in its boosted section.

Using the Utility Pole without the Dungeoneer 

In the setting of my home campaigns in my world known as Treminar only Dungeoneers are capable of using a Utility pole. This is because the pole is tied to some important lore in that world, I also acknowledge that all of you know nothing of my homebrewed world and for that if you like the Utility pole as a magic item then you can easily give it to your players and you the DM can decide from the attachments of the poles segments do, or even give them one segment of a pole with one design. Use the restrictions on the designs to guide you on what designs are best for your players at their level.

- Assimilated Tools

Prerequisite: requires Tinker's tools or Thieves Tools

This design infuses a tool of you choice from above into the segment to allow you to operate with said tools from a farther and presumed safe position. you can extend you reach with these tools by 2-feet for every segment combined.

- Blowgun

Prerequisite: 5th level and requires an alchemist's supplies or a poisoner's kit

By incorporating a alchemist's supplies or a Poisoner's kit into the segment during integration you develop a blowgun with SIX magical syringes. When you successfully attack a target creature with this design the syringes will inject one of two powerful solutions into the creature, alternatively you can fill the syringes with additional liquids that you have on hand. When injected with one of the solutions the target creature must make a Constitution save based on the size of the creature if the creature succeeds the save by five or more then the creature is immune to all solutions for 24-hours, additionally if the creature is subjected to multiple injections from the syringes then increase the DC of the Constitution save by two for every injection after the first. The attack has disadvantage if the target creature is of tiny size. If the creature is unaware of your presence or surprised then they will have disadvantage on the constitution save. The syringes disintegrate after impact or injection, and you will regain all used syringes, refilled, after a short rest.

 Solution Saves

Tiny 

Small

Medium

Large

Huge

Gargantuan

17 

15

13

10

8

8

 

Sleep Solution: If a target creature fails the Constitution save when injected with this solution they immediately fall into a deep magical sleep. Undead and creatures immune to being charmed aren't affected by this solution. When you reach 9th level the solution ignores this immunity from living creatures.

Tracking Solution: If a target creature fails the Constitution save you now have a precise knowledge of the location of the creature, so long as they are on the same plane as you, for the next 3 hours. At 9th level if the target were to leave the plane you are on then you are immediately alerted to it and know the destination plane the target fled to.

- Climbing Hooks

This design allows you to wield a pair of climbing hooks that provide advantage to all strength (athletics) checks and saves involved in scaling wall and vertical structures. If you have a climbing speed then you get an addition 10 feet of movement then you are climbing.

- Grapple Claw

Prerequisite: requires at least two additional segments combined to use this design

This design forms an opposable claw that can be manipulated at will and is tethered to a transmuted metal cable that can withstand tension up to 3 times your weight. You can use this design to extend your reach up to a ten-foot radius and pull objects towards you and if you use the grapple claw to firmly grip on to a structure that can support your weight and you offer no resistance the grapple claw can pull you towards the structure.

Boosted: you can increase the radius length by five feet per additional segment combined.

- Image Transcriber

This design enables you to use this segment to produce a bright light that can scan a image, surface, creature, or object with a surface area up to 20-feet and will produce a small image of what was scanned. The scan will remain stored in the segment until another scan is taken.

- Integrated Blade

This easy design causes the segment to develop a finely sharpened edge creating a makeshift weapon that you are proficient in. The weapon has the light and finesse properties and deals 1d6 slashing damage.

Boosted. When you combine multiple segments into into this design you increase the damage and change the properties of the weapon.

- By combining one segment the weapon then deals 1d8/1d10 and has the versatile property instead of the light property.


- By combining two segments the weapon deals 1d10 and has the reach and two-handed instead of the light and versatile properties.

- Magic Lenses

Prerequisite: 7th level

This design transmutes the segment into a scope with three magical lenses that provide various effects. you can only have one lens active at a time and changing lenses takes a bonus action. Additionally, you can attach the scope to any ranged weapon that has the loading property to gain the benefit while using the weapon.

Magnification: This lens lets you see objects and locations clearly from great distances. You gain advantage on perception and insight checks when using the scope for such extreme lengths. Additionally, while attached to a weapon you double the normal and long ranges of the weapon.

X-Ray: This lens lets you peer through almost any material that is no thicker than 1-foot of thickness. The lens cannot see through lead.

Aura: This lens shows the natural magic auras that all creatures have. You can use this lens to determine if a creature is a Fey, Undead, Celestial, Fiend, Dragon, or Aberration. Additionally you can see invisible creature via their aura with this lens.

- Magic Plating

Prerequisite: 6th level

This simple design causes the segment to transmute into a plain looking metal plate that can be slotted onto your clothing or armor which produces a protective magical field. The plate grants you temporary Hit-Points equal to twice you rogue level and resistance to a damage type of your choice when you activate it. The plates effect lasts until all of your temporary Hit-Points are gone or replaced by another effect. After which, the plate breaks and reforms into the segment and can't be used until after the next short rest.

- Rebreather

This design allows you to use this apparatus to breath in water for one hour.

Boosted. By combining additional segments the duration of the effect is increased by one hour for every segment combined to the rebreather.

- Scroll Canon

Prerequisite: 13th level

This design allows you to harness and channel both the innate magical energies within the pole and yourself in order to access spell scrolls. You can store a spell scroll inside the rune laid compartment within this segment allowing you to cast the spell store within the scroll. You must follow the exact casting time required of the spell scroll and material component that have no GP cost associated with them are not needed when casting the spell. The level of the spell scroll can be no higher than third level and you can only use spell scrolls from the Evocation, Abjuration, and Illusion schools of magic. You can use a bonus action to reload another spell scroll into the cannon.

- Sequestered Space

You are capable of using the magic in the utility pole to fold space in on itself to form a 2-foot cube shaped pocket dimension accessible to only you and three other creatures that you designate upon integration

- Umbrella Shield

Prerequisite: 5th level

This design allows your segment to immediately unfurl multiple panels to form a temporary umbrella shaped shield that has hit-point equal to twice your rogue level and grants you a +1 to your AC so long as you are holding it. you can use your reaction to block an incoming hit from a projectile regardless if it is magical or not. You can do this as many reactions as you can so long as there are still hit-points left in the shield. If a damaging effect were to exceed past the shields hit-points then you would receive any remaining damage left over. Additionally, you can use you reaction to protect a creature that is within five-feet of you instead.

Delve Diver

When you reach 9th level your training has prepared you for any obstacles and hazardous environments that you may encounter on your adventures. You are no longer effected by magically made difficult terrain. you gain either a swimming or a climbing speed equal to your speed. If you are holding your utility pole than you may add your Dexterity modifier to any Strength(athletics) checks.

Climbing Speed

you gain a climbing speed equal to your walking speed

Favored Design

Beginning at 13th level, you have such a degree of understanding for the Magic in your Utility Pole that you can innately fallback on the right gadget for the job. Choose two designs that you know to be your favored designs. As an bonus action you can automatically integrate one of you favored designs into a segment. You can do this up to three time per short rest. Additionally when you gain a level in this class, can choose one design that you favor and replace it with another that you could learn at that level.

Favored design option - Blowgun

Favored design option - Blowgun

Favored design option - Blowgun

Favored design option - Blowgun

Favored design option - integrated blade

Favored design option - integrated blade

Eye for Quality

At 17th level, you have honed your instincts for tracking down and identifying what is truly valuable in a room. Whenever you are about to leave a room, chamber, or any sequestered space if there are any objects of moderate to high value be that monetary, mystical, or cultural that have yet to be found, you immediately become aware of this fact through a your extremely heightened intuition. Additionally, you have learned to ritually cast both the Detect Magic, Identify, and Legend Lore spells. You can use this feature up to a number of times equaling your proficiency bonus.

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