Smuggler
For passage out of town on a fast ship with no questions
asked; for securing an item that the constabulary would
rather you did not; for navigating and negotiating in the local
den of scum and villainy, a smuggler is for hire. Taxes, tolls,
and border patrols slip unregarded into their wake. Where a
daring journey is on the cards, their quick reaction time and
swift wit will serve to speed any cargo through obstacles on
the road or sea.
Moving and talking fast is the bread and butter of your business. You gain proficiency with land and water vehicles if you don't already have it. You can choose these proficiencies when selecting new skills for your Expertise feature. In addition, you gain proficiency with your choice of the Deception or Persuasion skill.
You can conceal a number of Tiny objects up to your proficiency bonus on your person or in a vehicle that you own in such a way that they cannot be found. You can conceal an object in this way on your person as an action, or take 1 minute to secure it within a vehicle. A creature other than you is unable to locate a concealed object without the aid of the locate object spell or similar magic, unless you tell them where it is hidden. A creature other than you that is aware of the object's location has disadvantage on any Intelligence (Investigation) checks made to find it, contested by your Dexterty (Sleight of Hand) or Dexterity (Stealth) roll. In addition, you can take 8 hours and 50gp of materials to modify a vehicle of size Large or larger that you own with a specialized compartment. The compartment can be used to hide a Small or Medium creature or object using this feature. A Large vehicle can accommodate one such compartment; a Huge vehicle up to two, and a Gargantuan Vehicle up to four. A creature hidden in the compartment using this feature concealed from detection and location as usual, although excessive noise or movement can alert those nearby to its presence. A hidden creature's Dexterity (Stealth) roll is used in place of yours if another creature aware of the compartment attempts to locate it.
Keeping a hair trigger is smart insurance for someone in your line of work. As a reaction whenever initiative is rolled, you can draw a weapon and make a single weapon attack against a creature you can see within range. If necessary, you also load ammunition into your weapon as part of this reaction.
You possess a disarming charm that ruffles feathers. A creature you are talking to within 10 feet of you and that understands you has disadvantage on Charisma (Deception) checks made against you. In addition, a creature that takes your Sneak Attack damage on your turn has disadvantage on attack rolls and ability checks against you until the start of your next turn.
You're no stranger to unusual methods of getting past a secured gate, or getting out of dodge. As an action, or as reaction taken when you take damage, you can fake your demise. For up to 24 hours, you appear dead to all outward inspection and to spells used to determine your status. For the duration, you are blinded, your speed is 0, and you have resistance to all damage except psychic damage. If you are diseased or poisoned when you use this feature, or become diseased or poisoned whilst under its effect, the disease or posion has no effect on you until the effect ends. You can end the effect on yourself as an action. You can use this feature once, and regain the ability to do so upon completing a long rest.
The element of surprise is never lost: merely concealed until you need it most. Whenever you succeed on a saving throw and take no damage as a result of your Evasion feature, you can use your reaction to move up to your speed and make one weapon attack against the creature or object that forced the save. If you can apply your Sneak Attack damage to this attack, the target is stunned until the end of your next turn.
Blockade Runner
3rd-level Smuggler featureMoving and talking fast is the bread and butter of your business. You gain proficiency with land and water vehicles if you don't already have it. You can choose these proficiencies when selecting new skills for your Expertise feature. In addition, you gain proficiency with your choice of the Deception or Persuasion skill.
Expert Concealment
3rd-level Smuggler featureYou can conceal a number of Tiny objects up to your proficiency bonus on your person or in a vehicle that you own in such a way that they cannot be found. You can conceal an object in this way on your person as an action, or take 1 minute to secure it within a vehicle. A creature other than you is unable to locate a concealed object without the aid of the locate object spell or similar magic, unless you tell them where it is hidden. A creature other than you that is aware of the object's location has disadvantage on any Intelligence (Investigation) checks made to find it, contested by your Dexterty (Sleight of Hand) or Dexterity (Stealth) roll. In addition, you can take 8 hours and 50gp of materials to modify a vehicle of size Large or larger that you own with a specialized compartment. The compartment can be used to hide a Small or Medium creature or object using this feature. A Large vehicle can accommodate one such compartment; a Huge vehicle up to two, and a Gargantuan Vehicle up to four. A creature hidden in the compartment using this feature concealed from detection and location as usual, although excessive noise or movement can alert those nearby to its presence. A hidden creature's Dexterity (Stealth) roll is used in place of yours if another creature aware of the compartment attempts to locate it.
One Shot First
3rd-level Smuggler featureKeeping a hair trigger is smart insurance for someone in your line of work. As a reaction whenever initiative is rolled, you can draw a weapon and make a single weapon attack against a creature you can see within range. If necessary, you also load ammunition into your weapon as part of this reaction.
Scoundrel
9th-level Smuggler featureYou possess a disarming charm that ruffles feathers. A creature you are talking to within 10 feet of you and that understands you has disadvantage on Charisma (Deception) checks made against you. In addition, a creature that takes your Sneak Attack damage on your turn has disadvantage on attack rolls and ability checks against you until the start of your next turn.
The Long Con
13th-level Smuggler featureYou're no stranger to unusual methods of getting past a secured gate, or getting out of dodge. As an action, or as reaction taken when you take damage, you can fake your demise. For up to 24 hours, you appear dead to all outward inspection and to spells used to determine your status. For the duration, you are blinded, your speed is 0, and you have resistance to all damage except psychic damage. If you are diseased or poisoned when you use this feature, or become diseased or poisoned whilst under its effect, the disease or posion has no effect on you until the effect ends. You can end the effect on yourself as an action. You can use this feature once, and regain the ability to do so upon completing a long rest.
Clean Getaway
17th-level Smuggler featureThe element of surprise is never lost: merely concealed until you need it most. Whenever you succeed on a saving throw and take no damage as a result of your Evasion feature, you can use your reaction to move up to your speed and make one weapon attack against the creature or object that forced the save. If you can apply your Sneak Attack damage to this attack, the target is stunned until the end of your next turn.
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