- Ability Score Increase Your Dexterity score increases by 2.
- Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave You have advantage on saving throws against being frightened.
- Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
- Lightfoot Traits:
- Ability Score Increase Your Charisma score increases by 1.
- Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
- Skill Proficiencies: Animal Handling and Perception
- Tools: Dice Set and Flute
- Criminal Contact:
- You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Descriptions on the Harpers_Faction page.
- Sponsor: Zhentarim Argot learned
- Signs at Twilight:
- Song Training: Performance
- Harper's Pin:
- Harper Cell: Deep cover agent. Currently unassigned, on loan to Dusken Glade Cell.
- Harper Lore:
- Harper Trainers:
- Magic Access:
- Continuing Training: Renown 6+. Harp and herbalism kit learned.
Spies and sneaks, rogues and shady sorts, harpshadows are well-versed in some aspect of covert operation or criminal enterprise. Harpers often operate outside of the law, and harpshadows are those who facilitate that when necessary. The criminal contacts a Harper develops are often put to the use of the faction as a whole.
- Rank 2: You are expected to be cunning and subtle, right out of the gate, as the responsibilities the Harpers need you for are both quick and demanding. Choose one Exploit from among the following 1st rank Exploits: Invigorating Stride or Lurker's Cloak
- Infiltrator (Downtime): Harpshadows often volunteer to use their skills as infiltrators to gather needed information for the Harpers. By spending time taking the Skulduggery downtime action on behalf of the Harpers, they gain both renown and information. Harpers gather intelligence about a wide and vast body of information, and are willing to share that with their fellows who go out of their way to increase that lore. To use this, the harpshadow must be given a specific target. When they "donate" one question from their Skulduggery downtime action against that target, the Harpers will answer one question about known topics in return. Additionally, gain a +1 Harpers renown when you spend a number of tendays equal to your current renown on this downtime activity.
Ultimately, the work of the Harpers is done in secret and seclusion. Someone must work to make sure that the efforts of Those Who Harp can be carried through as safely and clandestinely as possible: this person is a Harper Warden. Wardens tend to the security of not just their own cell, but that of the local operating area, usually coordinated by a Master Warden (or a High Warden, if one is local).
- Lifestyle: The Harpers cover a Modest lifestyle for their wardens.
- Warden Ties: You work closely with other Wardens in your area. You can call upon one of them to assist you in some Harper capacity should you need it without refusal, payment needed, or debts incurred, as long as that Warden is not currently involved in something.
- Defense (Downtime): You may take the special Harper Defense downtime action, during which time you check the security and secrecy measures of the Harpers outside of your immediate cell, testing for weaknesses and helping them shore up defenses. Once you accumulate a number of tendays equal to your current Harper renown, you gain another point of renown.
- Security: When taking the Build Security, Wardens add their Harpers Rank as a bonus to those checks. Additionally, add your Harpers Rank to the number of safehouses available to your cell
- Expertise Thieves' Tools & Stealth
- Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
- Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
- Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Roguish Archetype Assassin
- Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Expertise: Persuasion & Sleight of Hand
- Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Bonus Proficiencies: You gain proficiency with the disguise kit and the poisoner’s kit.
- Assassinate: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.
- Fleeting Spirit Strike
- Offensive, Weapon (Short)
- When you take the Attack action on your turn, you can safely move up to 15 feet before one of your attacks using a finesse or ranged weapon and make a Dexterity (Stealth) check to become hidden. On a hit, your attack deals an extra 1d10 damage, and you can safely move up to 15 feet and make a Dexterity (Stealth) check to become hidden.
- You dart from shadow to shadow, striking out along the way.
- Lurker’s Cloak
- Utility (Short)
- As a bonus action, until the end of your next turn, you gain a +2 bonus to AC and a +4 bonus to Dexterity saving throws while you are obscured or have cover.
- You maximize the benefit of the obstacle or shadows hiding you.
- Shadow Strike
- Offensive, Weapon (Short)
- When you hit a creature with an attack using a finesse or ranged weapon, your attack deals an extra 1d10 damage, and if you were hidden when you attacked, you can make a Dexterity (Stealth) check to remain hidden after the attack.
- You emerge from the darkness, delivering a quick strike before retreating back into the shadows.
- Offensive, Weapon (Long)
- When you hit a creature with an attack using a finesse or ranged weapon, your attack deals an extra 2d10 damage, and the target bleeds for 1d6 necrotic damage.
- If you dealt Sneak Attack damage along with this exploit, the target bleeds for 1d6 necrotic damage for each die of your Sneak Attack instead of just 1d6.
- You slice your foes artery, inflicting a gushing wound.