A Swindler is the rogue who asks: why steal valuables, when you can just get the owners to willingly give them to you? Experts in talking and specifically lying, rogues that practice this talent can use their charm and way with words to trick foes and gain confidence with people. <br> ___ ### 3rd Level <br> ##### Tools of the Trade You gain proficiency with the [[Gear Appendix#Disguise Kit|disguise kit]], the [[Gear Appendix#Forgery Kit|forgery kit]], and two of [[Adventuring Gear#Gaming Sets|gaming sets]] of your choice. <br><br> ##### Trustworthy You give off an aura of trustworthiness, and creatures have an intrinsic desire to assist you. Any creature that would start off as hostile to you outside of combat is instead indifferent, and any creature that would be indifferent to you is friendly. Additionally, creatures have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on [[Abilities & Skills#Insight|Insight]] check against you, as well as [[Abilities & Skills#Passive Checks|passive]] (Wisdom) [[Abilities & Skills#Perception|Perception]] checks against your [[Abilities & Skills#Sleight of Hand|Sleight of Hand]] checks. These benefits no longer apply if the creature has been attacked by you or has been made aware of your duplicitousness within the last 60 days. <br> ___ ### 9th Level <br> ##### The Mark You can learn a creature’s weaknesses through careful observation. If you spend 10 minutes studying a creature without it noticing you, you gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on attack rolls and Charisma checks made against it. You lose these benefits if you begin to study a new creature or if 24 hours have passed since you first began studying it. <br> ___ ### 13th Level <br> ##### Hidden Agenda Your presence is so trustworthy, it's difficult for others to think you're capable of doing harm. Creatures that are not directly hostile towards you are susceptible to [[Order of Combat#Surprise|surprise]] attacks by you even if they are aware of you. <br> ___ ### 17th Level <br> ##### Implanted Memory Your ability to lie is so powerful it can affect a creature’s memory of events. As an action, you may replicate the effects of casting the [[Occult Spells#Modify Memory|modify memory]] spell at 7th level on a creature (DC equal to 8 + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Charisma modifier). A creature's memory affected in this way cannot be restored by magical means. Once you use this feature, you must finish a [[Survival Needs#Long Rest|long rest]] before you can use it again.