Roguish Archetype
Archetype of the Eldritch Hustler
It was rather simple, I do a job and in exchange I gain mystical powers.
Who wouldn't take that?
While some rogues have focused on specialising their talents you instead found a rather unique opportunity. One way or another, you managed to contact and convince eldritch beings that they could use your services. You proposed that in exchange for doing a few jobs an entity provides you a little bit of power. For who knows why, some decided to agree.
Numerous you've become the agent of an otherworldly entity, providing your talents for magical payment. While a Warlock might be a full time employee you're more of a contractor. You work, you get paid and then you move on. It's that simple.
Inter-Planar negotiator.
By 3rd level, you've become proficient at making deals with entities that occupy realms beyond your imagination.
If you don't have proficiency in persuasion you now gain it. If already have proficiency in persuasion you instead gain an additional rogue skill proficiency.
Additionally, you learn one of the following language, Abyssal, Celestial, Deep Speech, Infernal, Primordial and Sylvan. You gain an additional language from this list at levels 9, 13 and 17.
Eldritch payment.
By 3rd level, you've received your first payment from an otherworldly benefactor, honestly your surprised that it actually kept its end of the bargain. You gain access to one warlock cantrip of your choice, using charisma as your spellcasting modifier.
You gain access to an additional warlock cantrip at level 13.
Arcane Swindler.
By 9th level, you've managed to swindle a few of your benefactors out of more significant portions of their power. For some strange reason, the more powerful the being the less likely it is to read the fine print.
Using these swindled magics allows you can gain 1 level 4 spell slot per short rest and learn a number of warlock spells equal to your charisma modifier. At levels 13 and 17 you gain an additional level 4 spell slot.
Otherworldly Favours.
By 13th level, you've gained quite the impressive collection of favours from beings that exist beyond the mortal plane. Once per long rest you can attempt to call upon one of these favours and request the entity intervene on your behalf.
You gain access to the Clerics Divine Intervention ability when using one of these favours. Instead of using your cleric level you instead use your persuasion ability check modifier for the percentile roll.
Once you successfully call upon a favour you must roll a d20 every time you complete a long rest. Upon rolling an 18, 19 or 20 you successfully regain access to this ability, having convinced an otherworldly entity that it owes you a favour.
Otherworldly Expert
By 17th level, you've gained a rather remarkable knowledge base of all the ways you can exploit things that could be considered outside the material realm.
For creatures that are abberations, Celestials, Elementals, Fey, Fiend or Undead you gain the following benefits.
- You gain advantage on your attack rolls.
- You gain advantage on charisma or wisdom saving throws which emanate from a creature of the above types.
- You gain advantage on charisma ability checks.
Note
- As casting a damaging cantrip does not count as using a ranged or finesse weapon doing so does not provide sneak attack damage.