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Grifter

By April 11, 2019September 8th, 2022Rogue

Roguish Archetype
Comments from the Finger: As I’m still working on rewrites for a couple of the vestiges, I decided to give myself some breathing room and just do one post this week.
     (Cheat cantrip is found here.)

Grifter

Swindlers, cheats, and most of all, grifters hang around taverns where people might have a looser grasp on their coins. The archetypal grifter knows that, with the right words and the right scheme, you can part anyone from their money, and even make it seem fair. Grifters are masters of cons, big and small, from counting cards and rolling loaded dice, to pyramid schemes and fraud.

Swindle
Starting when you choose this archetype at 3rd level, you gain proficiency in all gaming sets. Additionally, you learn the cheat cantrip.

Double Bluff
At 3rd level, you can feint between two opponents, striking whichever one is least prepared. You gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it and another hostile creature.

Out of Dodge
By 9th level, you know when you cut and run when a ruse goes south. Whenever you take the Dash action, creatures have disadvantage on opportunity attacks against you. When you take the Disengage action, you can move up to half your movement speed.

Long Con
By 13th level, you can unerringly enact confidence schemes and other ruses. Whenever you make a Charisma (Deception) check to lie to another creature, you can treat the result as your level + your proficiency bonus. If you later change major details pertaining to the lie, you lose the benefit of this ability against that creature.

Heist Plan
Starting at 17th level, you always plot out your schemes several moves ahead of time. You can take the Ready action on your turn as a bonus action. Whatever action you choose, your trigger must be based on a hostile creature performing a specific type of action (such as “when the kobold attacks”, or “when the mage casts a spell”) and can’t activate until after your turn ends.

 

Changelog: 4/12/19: Heist Plan: Criteria for Ready action made more specific

 

 

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