- 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.
- Sponsor: You have a senior Harper who has not only brought you into the Harpers, but helps to train you. The time it takes to learn one of the mentor's proficiencies by the Training downtime activity is reduced in half. Any given mentor usually knows 1d6 languages and 1d6 tool proficiencies. They can also arrange training with other Harpers for proficiencies outside of their own baliwick. This benefit applies until the Harper achieves Rank 2.
- Signs at Twilight: All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. Harpers also learn the meaning, placement, and discovery of the specific Harper sigils.
- Magic Access: Harpers can get access to Common potions and scrolls at the cost it takes to create those items, and have them within 1d4 days.
- Song Training: By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. The Harper of this Rank may choose proficiency in a musical instrument or the Performance Skill for singing. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well.
- Harper's Pin: Fully acknowledged agents of the Harpers receive a Harpers pin magic item (see sidebar).
- Harper Cell: Harper agents are frequently put into a cell structure, giving them the support of allies without endangering the entire organization should they be compromised.
- Harper Lore: Harpers gain access to repositories of arcane lore - spells known only to Harpers. These are taught by mentors or provided as spell-scrolls. These spells may be considered to be added to the spell-list of the character.
- Harper Trainers: Harpers make a point of providing access to training for its newer operatives. This includes tool proficiencies, languages, and Exploits; Harpers of this rank pay only half the normal cost for that training.
- Magic Access: Harpers can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. They can get access to Uncommon potions and scrolls at the cost it takes to create those items, and have them within 1d6 days.
- Mentor: Full Harpers can bring others into the Harpers by acting as their sponsors. They are considered entirely responsible for their apprentices until such time as those apprentices are considered full Harpers themselves.
- Continuing Training: Renown 6+. Harpers of this degree of experience within the group have continued their training in music, choosing another musical instrument to be proficient in. They may also choose proficiency in a
disguise kit, herbalism kit, or poisoner's kit.
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
- 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.