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Rogues of Drakkenheim: Smuggler

A caravan stops before the gates of Drannsmund. The stern guard examines the scruffy driver. “What you bringing in today?” he asks. The driver calmly replies, “Nothing but some provisions, spices, and mead, good sir.” After passing inspection, the caravan veers down a back alley towards a secret hideout. The driver smiles as he opens a hidden latch in the wagon, revealing a compartment loaded with stolen goods and delerium crystals.

Ranging from scoundrels and thieves hiding in the underbelly of cities, to swashbuckling sailors navi gating the diamond sea or rough pirates plundering and scavenging through the Middle Sea, rogues are plentiful and versatile. They might be members of organized guilds or military strike teams specialized in covert operations, or crime lords ruling from the shadows. Rogues have some elements in common though. They are quiet and deadly combatants, who are skilled at taking out their chosen target. The Jaggers of Caspia are well known for training noble rogues who hold high reputation amongst their people, and are called upon for stealth strikes or assassinations in Caspia’s many wars. Elyria has a known underbelly of scoundrels operating in the shadows, plotting just below the surface of their pristine city of Lumen. In Westemär the gangs of thieves, bandits, and ruffians have banded together under the guidance of a Queen of Thieves who has organized an army of rogues into a dangerous force. Rogues and scoundrels have been making their fortunes recently by the smuggling of delerium, the dangerous rocks fetch a high price, and many mages and distant lands want in on the power these crystals contain, and so the smuggling operations of rogues have been running rampant through the continent. Rogues can hail from any nation, and work for any organization. The Hooded Lanterns, and many military organizations use rogues for covert operations and scouting. Some work as mercenaries for anyone who needs something done quietly. A rogue might be a noble duelist, or a streetwise survivor. They could be a smuggler, thief, or a skilled assassin looking for their next contract

Smuggler

Whenever someone has something of value, usually illegal, that they need delivered discreetly, they call a smuggler. These rogues are experts at concealing, stealing, and blending in unnoticed to the common folk. They are also uniquely skilled at turning opportunities around when things are not going their way, and using whatever means necessary to achieve their goals. These slippery rogues are crafty and cunning and should not be underestimated.

Pack Rat

3rd-level Smuggler feature

Provided you have your hands free, you can retrieve and stow handheld items or weapons on your person as part of the action you use them (including the Attack action).

You have accumulated a collection of miscellaneous gear, which you conceal on your person for emergencies. This gear is kept in a bag, jacket, or backpack that you carry with you. You can retrieve any nonmagical, inanimate item detailed in the Adventuring Gear section of the Core Rules with a value of 25 gp or less and weighing less than 10 pounds. You may use this feature to retrieve a number of items equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Though otherwise functional, objects retrieved using this feature are visibly worthless junk.

Tricks of the Trade

3rd-level Smuggler feature

You gain proficiency with the disguise kit, land vehicles, and water vehicles.

Whenever you make an ability check related to smuggling or concealing objects you add double your proficiency bonus to the check.

If you are driving a wagon, boat, or other vehicle with which you are proficient, you know tricks and modifications that you can make to build simple smuggler compartments in almost any vehicle. After one hour of work, you can conceal up to one quarter of the maximum carrying capacity of the vehicle at the Game Master’s discretion. It takes one hour of work to modify a Large or smaller vehicle, eight hours to modify a huge vehicle, and two days to modify a Gargantuan or larger vehicle.

Blend Into the Crowd

3rd-level Smuggler feature

You can attempt to hide even when you are obscured only by two or more creatures that aren’t hostile to you. Those creatures must be within 5 feet of each other and at least your size or larger

Slip Past

9th-level Smuggler feature

You can move through another creature’s space, including hostile creatures, without penalty when you take the Dash or Disengage action on your turn.

When you do so, you gain advantage on attack rolls against any creature whose space you moved through this turn.

Never Tell Me the Odds

13th-level Smuggler feature S

ometimes when the odds seem against you is the exact right moment to pull a fast one on your foes, using the chaos to get in a vital strike. You can still apply your Sneak Attack even when you have disadvantage on the attack roll, so long as you meet the other conditions for making a Sneak Attack.

Smuggled Spells

17th-level Smuggler feature

Beginning at 17th level, you can store spells cast by other creatures in your bag. Your bag can store up to 6 levels worth of spells at a time.

Any creature can cast a spell of 1st through 5th level into your bag by touching the bag as the spell is cast. The spell has no effect, other than to be stored in your bag. If your bag can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

Alternatively, you can place a spell scroll in the bag. The spell is cast and stored in your bag and the spell scroll is destroyed. You can cast any spell stored in your bag. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the bag is no longer stored in it, freeing up space


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