Information is your currency -- gathered through stealth, subterfuge, and contacts in high or low places. Whether you acted in service of a crown, a guild, or your own interests, secrets define your past.
Ability Scores: Choose A or B: (A) Charisma +2, Dexterity +1; or (B) Charisma, Dexterity, and Intelligence +1
Skill Proficiencies: Stealth and Deception
Tool Proficiency: Forgery Kit
Equipment: You begin with 50 GP that may only be spent on items from the Adventuring Gear and Tools lists. This gold cannot be used to purchase weapons, armor, or mounts and vehicles. Any unspent funds may be kept in a belt pouch for future expenses in the course of an adventure.
Once per short rest, when you need to hide your actions or create confusion, you can spend an action to stage a rapid distraction -- tossing a small prop, flashing a hidden light, or making a sudden loud noise. Every creature within 30 feet that can see or hear you must make a DC 13 Wisdom (Insight) check. On a failure, they're momentarily misled or startled, granting you advantage on your next Deception, Stealth, or Sleight of Hand check made before the end of your next turn.
Homebrew, 2025.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA