Finesse

* HD: 1d10
* Bonus Skill Points: Extra
* Spellcasting: Minor

When you attack a creature with a weapon attack you can deal an extra 1d6 damage to it if you attack with a finesse or ranged weapon and if you had advantage on the attack. You don't need advantage on the attack roll if another enemy of the target is within 1 m of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases with 1d6 as you pick levels in [*Finesse*], at every uneven level pick of [*Finesse*] (counting only [*Finesse*] levels). You can only Sneak Attack once per turn.

##### **Secondary Selection**

Unarmored Defense [***Finesse***]

While you are not wearing any armor or wielding a shield, your armor class equals 10 + your Dexterity modifier + your Cunning modifier. The Dexterity and the Cunning modifier cannot exceed your proficiency bonus individually.

Expertise [***Finesse***]

You gain two skill points in two skills of your choice, and you may gain rank 5 for both of the chosen skills.

##### **Primary Selection**

Cunning Action [***Finesse***]

You can use your bonus action to take the dash, disengage, or hide action.

##### **Secondary Selection**

General Upgrade [***Finesse***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Primary Selection**

Roguish Archetype [***Finesse***]

* ***Cutthroat - Slay***: You gain two skill points with Academics: Poison and two skill points with Subterfuge. Any successful attack you make against a surprised creature is an automatic critical hit. In addition, you have advantage on attack rolls against creatures who have not taken a turn in combat yet.
* ***Divining Rogue - Wise Engagement***: You may gain Sneak Attack against a target even if you don’t have advantage on the attack roll, as long as you do not have disadvantage. Spend a bonus action and target a creature that is not incapacitated. You gain this benefit for 10 rounds if the target fails a Persuasion (Man) versus your Empathy (Int) check. You can only target one creature with this ability at the same time. If a creature succeeds on the check they are immune until you finish a long rest.
* ***Fencer - Slippery Maneuvers***: An opponent cannot make opportunity attacks against you for the rest of your turn if you make a successful attack against that opponent during your turn.

* ***Occult Prowler - Spectral Sleight of Hand***: You learn to cast Mage Hand as Soul Mastery. When you cast Mage Hand this way it earns a number of additional benefits. Your Mage Hand is invisible and it can perform tasks unnoticed if you succeed on a Subterfuge (Dex/Cun) versus your target’s Perception (Com). In addition, you can use the bonus action granted by Cunning Action to control the hand.

You can perform the following additional tasks with it:

* You can stow one object the hand is holding in a container worn or carried by another creature.
* You can retrieve an object in a container worn or carried by another creature.
* You can use Thieves' Tools to pick locks and disarm traps at range.

* ***Operator - Master of Strategy***: You can use the help action as a bonus action and with a 6 m range as long as your target can see or hear you.
* ***Spy - Agile Mobility***: As a reaction, you can move up to half your speed whenever an enemy ends their turn within 1 m of you. This movement doesn't provoke opportunity attacks.
* ***Thief - Fast Hands***: You can use the bonus action given by your Cunning Action ability to make a Subterfuge (Dex/Cun) check, use your Thieves' Tools, or take the use an object action.

##### **Secondary Selection**

Roguish Archetype [***Finesse***]

* ***Divining Rogue - Discerning Eye***: You can use a bonus action to make a Perception (Int) check to spot a hidden creature or object or to make an Investigation (Cun) check to uncover or decipher clues. In addition, whenever you make an Empathy (Com) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
* ***Fencer - Dashing Courage***: You learn another way to perform sneak attack. As long as you do not have disadvantage on the attack, you are within 1 m of the opponent and no other creature is within 1 m of you. All the other rules for Sneak Attack still apply to you. In addition, you gain a bonus to your initiative rolls equal to your Manipulation modifier.
* ***Occult Prowler - Cantrips***: You learn two cantrips of your choice as Soul Mastery. After ten level picks of [*Finesse*] you learn a level 1 spell of your choice as Soul Mastery.

* ***Operator - Web Spinner***: As long as you know the language, you can pass yourself off as a native speaker of a culture if you hear it spoken for at least 10 rounds. In addition, you gain two skill points in Subterfuge and one skill point in Academics (strategy).
* ***Spy - Crafty***: You gain two skill points in the Academics (nature) and Survival skills. You may reach rank 5 in these skills.
* ***Thief - Second-Story Work***: You are immune to the first 2d6 damage you take by falling. Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of meters equal to half your Dexterity modifier (rounded up and minimum 1 m).

#### **Level 4**

Ability Score Improvement or Feat [***Finesse***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Expertise [***Finesse***]

You gain two skill points in two skills of your choice, and you may gain rank 5 for both of the chosen skills.

#### **Level 6**

Uncanny Dodge [***Finesse***]

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.

#### **Level 7**

Evasion [***Finesse***]

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.

#### **Level 8**

Ability Score Improvement or Feat [***Finesse***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

Archetype [***Finesse***]

* ***Cutthroat - Blend In***: By spending seven days and 25 gp you can give yourself a new identity by establishing history, profession, and affiliations. You can't establish an identity that belongs to someone else. Other creatures believe you to be this identity until they are given an obvious reason not to.
* ***Divining Rogue - Accurate Perception***: As long as you do not move no more than half your speed on your turn, you gain advantage on any perception or investigation check you make.
* ***Fencer - Swagger***: Against a creature that can hear you and shares a language with you, you can spend an action to make a Persuasion (Man) contested by your target’s Empathy (Com). The effect of this ability lasts for 10 rounds if your check is successful and depends upon if the creature you targeted is hostile or not. s

Against a hostile target, this ability causes that creature to have disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect ends immediately if you or your companions attack the target or affects it with a spell, or until you and the target are more than 12 m apart.

Against a target that is not hostile to you, the creature becomes charmed by you. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

* ***Occult Prowler - Arcane Conniving***: Until the end of your turn, creatures gain disadvantage against any saving throws from spells you cast if you are hidden from the creature.
* ***Operator - Informed Schemer***: If you interact or observe another creature outside of combat for at least a minute, you learn some of their capabilities. Choose two characteristics from below, your GM tells you if they are superior, inferior, or equal compared to you:
	+ Intelligence score
	+ Composure score
	+ Presence score
	+ AO levels (if any)
	+ At the GM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
* ***Spy - Greater Maneuverability***: Your walking speed increases by 2 m. If you have a climbing or swimming speed, this increase applies to those speeds as well.
* ***Thief - Supreme Sneak***: You gain advantage on Stealth (Dex/Cun) checks if you move no more than half your speed on the same turn.

#### **Level 10**

Ability Score Improvement or Feat [***Finesse***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 11**

Reliable Talent [***Finesse***]

Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

#### **Level 12**

Ability Score Improvement or Feat [***Finesse***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

Roguish Archetype [***Finesse***]

* ***Cutthroat - Changeling***: If you spend three hours studying another creature's speech, writing, and behavior you can mimic these traits with impeccable accuracy. If a creature would become suspicious of you, you gain advantage on Deception (Man) checks you roll to avoid detection.
* ***Divining Rogue - Faultless Attention***: As long as you are not deafened or blinded, you know when an illusion effect is trying to deceive you. Within 6 m of you, spend an action and you can sense the presence of illusions, shapechangers not in their original form, or magical effects designed to fool the senses. You do not learn who, where or what is the cause of the effect, but you learn that something is amiss in your radius of awareness. You can use this ability a number of times equal to your Cunning modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.
* ***Fencer - Fancy Stunt***: As a bonus action, you grant yourself advantage on the next Athletics check you make this turn. Alternatively, you can grant yourself advantage on the first dexterity saving throw you make until the start of your next turn.
* ***Occult Prowler - Gifted Prowler***: You can choose one creature within 1 m of your Mage Hand cantrip as a bonus action. Against the chosen creature you gain advantage on attack rolls until the end of your turn.
* ***Operator - Feint***: If another creature is within 1 m of you and provides cover for you against an attack targeting you, you can use your reaction to have that attack target the creature covering you instead of hitting you.
* ***Spy - Waylay Virtuoso***: You gain advantage on initiative rolls. Until the end of your next turn, your allies receive advantage on their attack rolls against the first creature you hit on the first round of combat.
* ***Thief - Use Magic Device***: You ignore all ability origin, race, and level requirements on the use of magic items. In addition, you can cast Identify as Soul Mastery.

#### **Level 14**

Blindsense [***Finesse***]

If you can hear, you are aware of the location of any hidden or invisible creatures within 2 m of you.

#### **Level 15**

Slippery mind [***Finesse***]

You gain proficiency in one mental or social saving throw of your choice.

#### **Level 16**

Ability Score Improvement or Feat [***Finesse***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Roguish Archetype [***Finesse***]

* ***Cutthroat - Murderous Intent***: Whenever you deal damage against a creature that is surprised, that creature must make a Vitality saving throw against 8+ your dexterity modifier + your proficiency bonus, or take double the damage from your attack.
* ***Divining Rogue - Discover Flaw***: Your Sneak Attack damage increases by 3d6 against a creature you have targeted with your Wise Engagement ability.
* ***Fencer - Charming Mercenary***: Once per short or long rest, you can reroll a missed attack with advantage.
* ***Operator - Spirit of Manipulation***: Your mind becomes as slippery as your soul. You gain a number of benefits:
	+ Whenever your mind is being read, you can present false thoughts if you succeed on a Deception (Man) contested by the mind readers Empathy (Com).
	+ You can not be compelled to tell the truth by magic.
	+ You become immune to charm effects.
* ***Occult Prowler - Spell Thief***: Once per long rest, you attempt to steal a spell. When a creature casts a spell that targets you or includes you in its area of effect you can spend your reaction and force that creature to make a saving throw using its spellcasting ability modifier against your spell save DC. On a failed save, you negate the spell’s effect against you. In addition, if the spell is of a level you can cast and is at least 1st level, you can cast that spell using your spell slots for the next 8 hours. During this duration, the creature you stole the spell from cannot cast it. You can use this ability once per long rest.
* ***Spy - Out of Nowhere***: If you take the attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use Sneak Attack against the same target more than once in a turn.
* ***Thief - Thief's Reflexes***: You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this ability when you are surprised.

#### **Level 18**

Elusive [***Finesse***]

No attack roll has advantage against you while you aren't incapacitated.

#### **Level 19**

Ability Score Improvement or Feat [***Finesse***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Stroke of Luck [***Finesse***]

If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this ability, you can't use it again until you finish a short or long rest.