Smuggler
Your specialty is getting items and people in and out
of places unseen. You’ve focused your training on
deception, stealth, and knowing the right folks to
bribe. With the ability to do your job from
anywhere, you build an ever-growing network and
are always close to someone willing to help for a
price. When you need something illegal or hard to
find, it's only a matter of time and coin—and maybe
you’ll take an extra cut for yourself.
The money gained at the end of each week increases to 2d6 x 50 at 17th level and 2d6 x 100 at 20th level.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Deception and with the disguise kit.Not the Jewels You’re Looking For
Starting at 3rd level, you are able to disguise people and objects as something else. After you spend 2 hours hiding or disguising a person or an object, your ruse is indiscernible to the casual observer. Example ruses include hiding a stolen ring in a hollowed-out candlestick, tucking a famous painting behind another more mundane one, or changing someone’s face with a disguise kit to avoid detection. If a creature is already suspicious of you or on high alert, you gain advantage on any Charisma (Deception) checks you make to avoid detection.Spring-Loaded
At 9th level, your weapons are considered fully concealed on your person. A creature trying to disarm you or find your weapons must succeed a Wisdom saving throw (DC 8 + your DEX modifier + proficiency bonus). On a failure, they are unable to find any weapons. As a bonus action, you can quickly spring your weapons from their hiding place and make an attack against the creature. The creature is considered Surprised and you have advantage on your attack against them.Friends In Low Places
Starting at 13th level, any time you are in a new location, you can spend 50 GP a day to add a contact to your smuggling network. For a price, these contacts can be called upon to help ferry information, stolen goods, or people needing to disappear. They also operate on your behalf, providing 2d4 x 50 gold at the end of each week. After you gain 50 operatives, they also provide an item randomly rolled from the Magic Item Table B (DMG) at the end of each week. You can only have a network as large as half your rogue level x 10, the majority of which are nameless cogs in your growing smuggling empire.The money gained at the end of each week increases to 2d6 x 50 at 17th level and 2d6 x 100 at 20th level.
Nothing to See Here
At 17th level, you’ve learned how to hide things in plain sight. As a bonus action, you have advantage when you use the Hide action on yourself or on a target within 30 feet of you. This can be taken to conceal an object or weapon while remaining in plain sight instead. A target can make a Wisdom (Perception) check against the DC from your Spring Loaded feature to perceive what you’ve hidden. On a failure, you or the target you have hidden attack with advantage as well. On a hit, you deal an additional 3d6 damage. On a success, the target knows what game you are playing and where you are hiding, and you do not make an attack.Adjusting GP Costs
Some campaigns have a lower curve for monetary rewards. In order to adjust for your campaign, we suggest looking at the amount of monetary rewards being given at this level and dividing by 10 for the cost of adding someone to your network. As an example, we are assuming an average intake of 500 gold a day for an adventuring party at 13th level. Dividing by 10, we get our cost of 50 gold per day. Gaining the trust of someone enough to add them to your network should be expensive, given the benefits.
Comments