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Smuggler

Class

Smugglers make their way in life by always being one step ahead of the law. Regardless of the nation or creed, societies always decide something or other shouldn’t be allowed. These scouts believe the most restrictive laws make for the most profitable business—so long as they’re able to remain flying under the radar. Naturally quick to ease tension or cut through it, smugglers are often long gone before anyone is the wiser.


3rd LevelDastardly Instincts

At 3rd level when you choose this archetype, you gain an expertise die on initiative checks. In addition, you can use Dastardly Gambit on yourself when rolling initiative, adding the die roll to your check.


3rd LevelQuick Tricks

Also at 3rd level, you learn the ebb and flow of encounters and right when to spring your dirty tricks. You gain the following benefits:

  • When a creature that can see or hear you is targeted by an attack, you can use your reaction to try to confuse, trick, or otherwise distract it. The target makes a Charisma saving throw against your clever tricks save DC or the triggering attack is made with advantage. Once you have used this feature against a creature, it is immune to this feature’s effects for the next 24 hours.
  • When you are targeted by a melee weapon attack, you can use your reaction to attempt the Disarm basic maneuver against your attacker. Disarm maneuvers made in this way use your clever tricks DC instead of your maneuver DC.
  • When a hostile creature moves adjacent to you, you can use your reaction to take the Dash action.

6th LevelEverything’s Fine

Starting at 6th level, you know just how to smooth things over before people go too far, or how to take advantage of the confusion before it does. While you are engaged in combat, you have advantage on Charisma checks made against creatures that haven’t yet taken a turn. In addition, while in combat any creature that hasn’t taken a turn yet has disadvantage on saving throws against your clever tricks save DC.


Shocking Turnabout14th Level

At 14th level, you know how to surprise everyone and turn a bad situation around. As an action, you can make a shocking declaration, the exact nature of which is up to your discretion. Any hostile creature that can hear and understand you makes a Charisma saving throw against your clever tricks save DC. On a failed save a creature is surprised and it cannot move or take actions or reactions until the beginning of your next turn. Creatures surprised in this way are treated as if they have not yet taken a turn in combat. Once you use this feature, you cannot do so again until after you finish a long rest.