The Packrat

by hdbdgthwf

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Roguish Archetype; The Packrat

One of humanities greatest traits is greed. From always desiring more stuff to coveting that which others possess, we're a creature that is never content with what we have.

These folks take it to another level. Always having a key item in their back pockets or just the right trinket for any given issue, Packrats can produce wonders from what others call trash. Considered to be lowly drifters by society, these opinions can quickly change when the hobo incapacitates a squadron of guards based on whatever they had found in the cities trash.

Masked Wanderer Features

Rogue Level Features
3rd My Back Pocket, Add to the Hoard
9th Junk for the Junk God
13th All the Junk in the World
17th Slip Shroud

My Back Pocket

You've spent so long as a wandering thief that you've already begun to create a hoard that could make dragons weep. At the end of a Long Rest, you may choose a pouch or container within 5ft of you to act as your temporary hoard. Any items you place within it are stored in an extradimensional space, and are linked up to any others you create. You may have a maximum number of these Hoards equal to your proficiency bonus. If you attempt to create another while your maximum is reached, choose one that stops acting as a Hoard.

As a Bonus Action, you may reach blindly into a hoard on your person and grab the first item that your hand wraps around, whipping it out to change the tide of battle. Roll a d20, consulting the Hoarded Items chart to determine roughly what was taken, which you must then use immediately, unless the item description says otherwise. These items are considered magical for the purpose of spells, and fade at the start of your next round unless otherwise stated, going back to the Shadow Realm, or your Hoard. It's not quite clear which one yet.

Hoarded Items

d20 Result Item Taken
1 Blindly reaching around, you find nothing and are lost searching for any item you might use. Gain nothing from the Bonus Action, and become Stunned until the start of your next turn.
2 Same as a result of 1, except you are not Stunned and just fail to find anything.
3 Locating a small, shiny stone or marble, you decide to chuck it at the nearest creature who might not like pebbles. Make a ranged attack check against a creature within 30 feet. You are proficient with this attack. If you hit, then you distract the creature and may apply Sneak Attack to one other attack role you may this turn.
4 As you reach around, you find the classic trick that has given rogues a negative reputation; Pocket Sand. Immediately throw it at a creature within 10 feet of you, as they make a Dexterity Saving throw. (DC 15) If they fail, then they become Blinded until they or another creature uses an action to wipe the sand away.
5 You find an produce a single vial of Alchemist's Fire, which you must immediately throw.
6 Unfortunately, the item you find is a mixed blessing. Pulling out a lit hand grenade, it immediately goes off. Each creature with 15 feet, including you, must make a dexterity saving throw. On a failure they take Fire Damage equal to your Sneak Attack dice. If they succeed on the saving throw, then they only take half damage.
7 Surprisingly, you're able to produce one weapon of the DM's choice from the bag, pulling it out and immediately making an attack against a creature within range if possible. Even if the weapon is two-handed and you don't have a hand free, the attack is still made. If the weapon hits, you do extra damage equal to your Sneak Attack, which uses Sneak Attack for this turn. The item then remains and becomes a non-magical weapon if it's type.
8 You produce any non-magical item in the Player's Handbook with a gold cost of 25gp or less. It remains until you roll this option again. You may also choose to forgo this roll and have no effect from the bag, keeping the object you already have.
d20 Result Item Taken
9 Interestingly, you produce a single bullet, or a pistol. Both items last until you roll this option again, or in 10 minutes; whichever comes first. If you do manage to get both the magic bullet and magic gun, you may make a ranged attack with the weapon, being proficient in the attack. If you hit, then you deal two times your Sneak Attack dice, which counts as your Sneak Attack for this turn.
10 Same effect as Option #1
11 Nearby creatures that can see you are stunned (not the condition, just actually amazed) as you pull out the most magnificent potted plant they've ever seen. This beauty is halted while you chuck it at someone. Choose a creature within 5ft. They must make a Dexterity Saving throw (DC15) or become both Stunned and knocked Prone. Both conditions wear off when they stand up.
12 Grabbing onto a small pouch, you pull it out and find it full of 2d20 gold pieces. They last until you next roll on this table, disappearing then.
13 Producing a small vial full of a thick blue liquid, you are now asked the question to drink it. The DM rolls a dice in secret, recording if the result is odd or even. If it is odd, then the potion will recover 1d10 hp to any creature that drinks it as a free action. However, if the result is even then the same vial will instead deal 1d10 damage to anything that imbibes. The potion's magic lasts for an hour, becoming a non-magical liquid after that time. Will you take the risk?
14 Feeling something furry, you pull it up and see some sort of creature? Throwing it to the ground, it becomes a Giant Crayfish (don't ask why it's furry) that panics and begins attacking all creatures nearby, fighting to the death. You DM may alternately choose that another creature is summoned.
15 Hungry? You pull out a jar of honey, which becomes a permanent magic item able to feed a creature's daily requirements if they consume the entire pot.
16 Produce a book. The DM decides the contents of it, but for one minute, a random ability score is increased by two for one minute, with the maximum also increasing by two for the duration. Afterwards, you gain a level of exhaustion.
17 Three magic beans are pulled out. Your DM decides how many are red and how many are green. Each explode in 2d4 rounds (don't show them how long they have dm), with red ones dealing 1d6 damage to any creature within 5ft, while green ones will heal 1d6 damage to any creature within 5ft.
18 You pull out another bag! This item counts as a Hoard for the purposes of the 'My Back Pocket' feature, even if it bypasses your maximum. You may only have one extra Hoard created like this at a time.
19 Somehow, you find a spell. The DM chooses a random 1st level spell of any school or class, and it is immediately cast on one random creature within 20ft of you.
20 Incredibly, you find a rare, powerful and ancient artifact even the gods fear; a single d20. Roll another d20 and record the result. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll, choose to do so before any effects take place. After this, you lose the roll, also losing it during your next Long Rest.

Add to the Hoard

You're so used to taking things that may not belong to you quite yet that it's become second nature.

At third level, you gain proficiency in Sleight of Hand. If you are already proficient with it, then you gain expertise instead. In addition, when you use the skill to try and take an object off another creature or try to steal something, you've advantage on the skill check. However if you attempt to plant something or give it up, you have disadvantage.

Junk for the Junk God

At this point, other people have begun to offer tribute to your greatness. Another creature is able to use your My Back Pocket feature if they place an item worth more than 1gp into the contaniner. They're then able to roll on the Hoarded Items table once, going with whatever effect is rolled. Once the bargain is complete, they must offer up another item in order to use it again.

All the Junk in the World

Your pull of items has become so strong that the item you want now gravitates towards you.

When you reach 13th level, when you reach into a Hoard and roll on the Hoarded Items table, you may roll twice and choose which options applies. If you roll the same result on both dice, then you may choose any option from on the table and have that applied instead.

Basically a Dragon

You have now begun to have magical items strangely appear to your majesty.

As an action, you may reach into the bag and pull out exactly what you want; a magical item. Choose a magic item of common, uncommon or rare rarity. (DM has final say on what is permitted) If it requires attunement, you automatically do so assuming there is still an empty attunement slot. The item lasts until you use this feature again or dismiss it.

Credits

Made by CrushLego

/u/FrostG1 (@frost_g1)
/u/IAmCitri (@ItIsCitri)
/u/cadelaica

https://cdna.artstation.com/p/assets/images/images/019/091/742/large/dmitry-burmak-mtg-19m20-bagofholding-f.jpg?1561994214

 

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