Rogue
Base Class: Rogue

A man donning a white cloak and a silvery mask in the image of a trickster fox is seen sprinting down the hallway of an abandoned manor. As he makes through a door, he finds himself in a  dusty study. As the head warden finally catches up behind him, he realizes that he reached a dead end.

"Don't move!" Yelled the guard, his sword already drawn, prepared for a struggle. "You've got nowhere left to run! Just come with me and nobody gets hurt."

The masked man chuckled to himself, "Is that so? Am I really out of options?"

Before the warden knew it, the masked man was making a releasing gesture with his hand as a thick fog started to blow outwards from the individual. As the fog spilled onto the ground, the warden helplessly had his last good look at the masked man before the fog quickly rose to cover the entire room. The warden stumbled forward to grab him, but only grasped at cold mist. When he turned around to exit the study, the masked man was nowhere to be seen.

Many rogues discover a natural affinity towards operating within fogs and smokes, and moving about undetected- and you are no different. You have tailored your roguish talents towards techniques involving all forms of smokes, mists and their various applications. You are in your element when the night is hazy and foggy, and when the night is clear, you have learned to make specialized tools that allow you to take fog wherever you go.

Adept Chemist

3rd-level Haze Walker feature

To be skilled in the art of smoke, one must be skilled in making the smoke. When you choose this archetype at 3rd-level, you gain proficiency with alchemist's supplies.

Misty Vision

3rd-level Haze Walker feature

For one to be skilled in the art of fog, one must be able to make out their opponent through their own fog. When you look through areas heavily obscured by fog, smoke or other similar phenomena, it is treated as a lightly obscured area for you (meaning you have a disadvantage on Wisdom (Perception) checks that rely on sight when looking through that area, rather than effectively suffering from the blinded condition when trying to see something in that area).

When you reach 13th-level, you are not at disadvantage when looking through areas obscured by fog, smoke or other similar phenomena, and can see through them clearly.

Smoke Balls

3rd-level Haze Walker feature

You have learned how to create a special kind of tool known as a smoke ball. Smoke Balls are tiny white matted orbs that are a centimeter in diameter and weigh less than a pound. You can spend an hour using alchemist's supplies to craft a batch of smoke balls. Make an Intelligence check with your alchemist's supplies to see how many smoke balls you make in one batch, as determined by the Crafting Smoke Balls list. The number of smoke balls you can make in one batch is also determined by whether your level in this class exceeds a certain threshold.

Crafting Smoke Balls

D20

3rd

5th

9th

13th

17th

1

1

1

1

1

3

2-5

1

1

2

3

4

6-11

1

2

3

4

5

12-15

2

3

3

4

6

16-19

2

3

4

5

6

20

2

4

5

6

8

You can break a smoke ball by either crushing it: such as with an object on in the hand, or by throwing against a surface (which can be done as a [Tooltip Not Found].) When a smoke ball is broken, it releases a 20 ft. radius sphere of fog centered on where that smoke ball was broken. The fog spread around corners, and it's area is heavily obscured. The fog lasts for 15 minutes, or until a wind of moderate or greater speed (at least 10 mph.) disperses it.

If two or more smoke balls are broken adjacent to each other, the fog they produce is treated as one radius that is increased by 10 ft. lasts 10 minutes longer, and requires harsher winds to dissipate for each additional smoke ball broken.

Smoke Customization

9th-level Haze Walker feature

After much experimentation with the recipe of your smoke balls, you have discovered the ability to give your smoke new properties. Choose a modification from the options below to learn. When you craft a batch of smoke balls, you may alter one of the smoke balls from that batch with one of your learned modifications. You can choose another modification to learn from the list below and can fashion an additional custom smoke ball from each batch when you reach 11th, 13th, 15th, and 19th-level.

You can only apply one modification to a smoke ball at a time. In addition, when two smoke balls of different types are broken next to each other, the fog they produce is treated as two separated areas of effect as their effects do not combine.

Caustic Haze

Prerequisite: 13th-level

The altered smoke ball has an electric green appearance. The fog released by the smoke ball has been mixed with a highly corrosive acid. When a creature enters the fog for the first time or starts their turn there, the creature must make a Constitution saving throw against a DC of 10 + your Intelligence modifier at the time of crafting the smoke ball or take 12d4 acid damage on a failed save, or half as much damage on a successful one.

Chilling Mist

The altered smoke ball has a light blue and glossy appearance. The fog released by the smoke ball has become a heavy, freezing mist. The mist extinguishes all fires within its radius, and turns the area within it's radius into difficult terrain as a thin layer of ice forms on all surfaces the mist touches. Any creature that is caught in the mist as it forms must make a Constitution saving throw against a DC 10 + your Intelligence modifier at the time of crafting the smoke ball or take 2d6 cold damage of a failed save, or half as much on a successful one.

Choking Smoke

The altered smoke ball has a blackened appearance. The fog released by the smoke ball has been converted into a suffocating black smoke. Each creature that is caught in the smoke when it forms or enters the radius of the smoke must make a Constitution saving throw with a DC of 10 + your Intelligence modifier at the time of crafting the smoke ball or become incapacitated by uncontrollable coughing and hacking while they are within the radius of the smoke.

Incendiary Smog

The altered smoke ball has a dark yellow appearance. The fog released by the smoke ball is now dangerously flammable and smells of sulfur. When the fog is ignited, each creature within the radius of the fog must make a Dexterity saving throw against a DC of 10 + your Intelligence modifier at the time of crafting the smoke ball or take 8d6 fire damage on a failed save, and half as much on a successful one. All flammable objects that are not being worn or carried are ignited as well, and the fog's duration immediately ends.

The damage increases by 1d6 for each smoke ball beyond the first contributing to the fog.

Killer Cloud

The altered smoke ball has a dark green appearance. The fog released by the smoke ball has been mixed with a deadly poison. When a creature enters the fog for the first time or starts their turn there, the creature must make a Constitution saving throw against a DC of 10 + your Intelligence modifier at the time of crafting the smoke ball or take 3d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

Phantasmal Fog

Prerequisite: 13th-level

The altered smoke ball has a sparkling violet appearance. The fog released by the smoke ball has been mixed with magical substances to form a dreamy, violet fog. Those who are in the fog hear whispers of their worst fears. Each creature that is caught in the fog when it forms or enters the radius of the fog must make a Wisdom saving throw with a DC of 10 + your Intelligence modifier at the time of crafting the smoke ball or become frightened by the fog. A creature that is frightened by the fog must use it's movement to run out of it. The creature is no longer frightened by the fog when it exits it's radius.

Shouded Mobility

13th-level Haze Walker feature

To be skilled in the art of mist, one must be skilled in moving within mist. When you are in an area that is heavily obscured by fog, smoke or something similar, such as a sandstorm, your speed is doubled and you gain an additional action on each of your turns. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, or Hide actions.

One With the Mist

17th-level Haze Walker feature

You have mastered your technique of completely concealing your presence in fog to the point that you can make yourself practically undetectable. When you are in an area that is heavily obscured by fog, smoke or something similar, such as a blizzard, and are not taking an action, your AC is increased by your Dexterity (Stealth) modifier. In addition, you are completely undetectable by all non-magical means, and any Wisdom (Perception) checks to sense your presence in any way automatically fail.

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