Estate Agent


Contrary to popular belief, estate agents are not simply buy-ers and sellers of land and property. They are arbiters of taste, purveyors of hard-gained wisdom, and perhaps most importantly, proud providers of five star service. It is not un-common to find estate agents on the road, snooping out pot-ential investments, or making sure nothing happens to a buy-er or seller before the contract is settled.

Eye For Detail

Beginning at 3rd level, you have mastered your ability to scan an area and point out
any potential perks or pitfalls. If you spend at least ten minutes searching in the process of making an Intelligence (Investigation) or Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10.

Beginning at 11th level, you can treat a d20 roll of 11 or lower as a 12 whenever you follow the above process.

Negative Gearing

Also at 3rd level, you become adept at negative gearing. Though nobody really understands how it works, you know exactly how to use it to your advantage.

Whenever you would normally apply your sneak attack damage bonus, you can instead attempt a Dexterity (Sleight of Hand) check contested by the target's choice of a Strength (Athletics) or Dexterity (Acrobatics) check.

On a success, you can force the target to drop one weapon or shield they are currently holding, which falls to the floor in a space you choose within 5 feet of the target.

If you succeed on the check by 5 or more, you can also remove one piece of light armor worn by the
target.

If you succeed on the check by 10 or more,
you can also remove one piece of medium or
heavy armor worn by the target.

Full Turn-Key Package

Beginning at 9th level, your experie-
nce with locking and unlocking homes
has honed your skills with the pick
and key. You gain advantage on all
checks made with your thieves tools,
and you gain the ability to cast the
arcane lock spell at will. Intelligence is
your spellcasting modifier for the spell.

It's Not Cramped, It's Cosy

Starting at 13th level, you understand the
difference between a space that is over-
crowded and one that is simply under-
utilised. Other creatures' space does
not count as difficult terrain for you, and
you gain a crawling speed equal to your
walking speed.

In addition, whenever you are within
5 feet of both a wall and a creature you
are attacking, you gain advantage on
attack rolls made against that creature.

Force Majeure

Beginning at 17th level, you have mastered the ability to wea-sel your way out of uncomfortable situations. As long as you are conscious, you gain the following benefits:

  • You can spend 5 feet of your normal movement to gain the benefits of the disengage action.
  • You have advantage on all checks and saving throws made to resist the grappled, and paralysed and restrained conditions.
  • Whenever you successfully resist one of the above con-ditions, you can immediately use your reaction to make one weapon attack against the creature that forced you to make the check or saving throw, as long as it is within range of a weapon you are holding. This attack is made with advantage.

Image Sources

ACU Germain - Concept Art by Ubisoft https://vignette.wikia.nocookie.net/assassinscreed/images/d/df/ACU_Germain_-_Concept_Art.jpg/revision/latest/scale-to-width-down/195?cb=20141213061618
OKU K.I. Kim's House by Allan Bernardo https://cdn1.artstation.com/p/assets/images/images/001/472/941/large/allan-bernardo-house-with-stables.jpg?1447050785

Made by pygmybatrider