MLP AU: Rogue: Harmony Agent
Note this uses the 2024 rules for Rogue
Harmony's Agents are rogues who embody the magic of friendship and strive to bring balance and goodwill to the world. They are inspired by the virtues of harmony, kindness, laughter, honesty, and loyalty, much like the legendary ponies of Equestria. These rogues are not necessarily bound by strict codes or dogmas, but rather by a deep-seated desire to help others and protect the innocent. They might be found working alongside other adventurers, acting as guardians of their communities, or even operating independently, spreading joy and thwarting those who would disrupt the peace. While they are skilled in the traditional rogue arts of stealth and subterfuge, Harmony's Agents also possess a unique connection to the positive energies of the world, allowing them to mend wounds, soothe troubled minds, and even bolster the spirits of their allies. They are masters of both subtle manipulation and overt acts of kindness, using their talents to bring out the best in others and to defend the values they hold dear. Whether they are using their cunning to outwit their foes, their empathy to understand the needs of others, or their touch to heal the injured, Harmony's Agents are a force for good in a world that often needs a little bit of magic.
Pick a path at level 3 you may change it on a long rest.
Way of Harmony:
Truth Seeker: You gain proficiency in Persuasion. When you successfully use Persuasion to glean information from a creature, you gain advantage on attack rolls against that creature for the next hour.
Unwavering Resolve: You gain advantage on saving throws against being charmed or frightened.
Way of Kindness:
Gentle Touch: You learn the Spare the Dying cantrip. When you use your action to stabilize a dying creature, you can also heal them for 1d4 hit points.
Soothing Voice: You gain proficiency in Medicine. When you use your Empathy feature to grant advantage on a saving throw, you can also grant temporary hit points equal to your Rogue level to the creature.
Way of Laughter
Prankster's Pouch: You gain proficiency in Sleight of Hand. As a bonus action, you can attempt to distract a creature within 30 feet with a harmless prank. The creature must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on the next attack roll it makes before the end of its next turn.
Unexpected Assistance: When an ally within 30 feet of you misses an attack roll, you can use your reaction to grant them a +2 bonus to the attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 9 Harmony's Touch: Your touch can mend rifts and soothe troubled minds. You learn the Cure Wounds spell and can cast it a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. It counts as a Rogue spell for you.
Level 13 Shared Burden: When an ally within 30 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 17 Element of Harmony: You embody the power of friendship. Once per long rest, you can use your action to emit an aura of harmony. For 1 minute, any friendly creature within 30 feet of you gains advantage on attack rolls, ability checks, and saving throws.












