MLP AU: Rogue: Equestrian Agent
Note this uses the new 2024 rules for Rogue.
The Equestrian Agent is a master of subtlety and intrigue, navigating the delicate social and political landscape of Equestria with a blend of charm, cunning, and, when necessary, swift action. Whether upholding the law, championing freedom, or maintaining a delicate balance, these ponies operate in the shadows, their hooves and hearts guided by their chosen path. From the meticulous Bureaucratic Mastery of the Royal Decree agent to the unpredictable maneuvers of the Whispering Wind and the keen observation of the Ever-Watchful Eye, each Equestrian Agent brings a unique set of skills to the table. They are equally adept at gathering information, negotiating treaties, and, when diplomacy fails, delivering a precisely placed hoof strike. Their abilities, from Equestrian Guile and Stable Secrets to Master Negotiator/Infiltrator and Grand Strategist/Mastermind, allow them to excel in both social and combat situations, making them invaluable assets in the complex world of Equestrian politics and adventure. Whether they serve the crown, follow their own moral compass, or strive for equilibrium, Equestrian Agents are a force to be reckoned with, blending the best of ponykind with the cunning and resourcefulness of a true Rogue.
Choose a path at level 3 you may change it on a long rest
Royal Decree:
Bureaucratic Mastery: You can use your Intelligence modifier alongside your Dexterity modifier when making checks with thieves' tools. You also gain proficiency in History.
Justified Strike: When you use Cunning Strike and choose the Trip option, you can instead choose to inflict the Restrained condition on the target until the end of your next turn.
Whispering Wind:
Shadow Walker: When you use your bonus action to Hide, you can move up to half your speed as part of that action. You also gain proficiency in Acrobatics.
Unpredictable Maneuver: When you use Cunning Strike, you can choose to teleport up to 15 feet to an unoccupied space you can see before or after applying the effects of Sneak Attack. This movement does not provoke opportunity attacks.
Ever-Watchful Eye:
Keen Observer: You gain advantage on Perception checks. You also gain proficiency in Investigation.
Subtle Influence: When you use Cunning Strike and choose the Poison option, you can instead choose to subtly alter the target's perception, giving them disadvantage on saving throws against being Charmed or Frightened by you until the end of your next turn.
Level 9 Equestrian Expertise: You double your proficiency bonus for any two skills you are proficient in.
Level 13 Infiltrator: You gain advantage on all Charisma checks made to negotiate treaties, gather information from resistant sources, or blend into a crowd. Additionally, if you are hidden at the start of your turn, you remain hidden after making an attack and hitting a creature with that attack, provided you do not move.
Level 17 Mastermind: You can use your reaction when a friendly creature within 30 feet of you is hit by an attack to grant that creature a +5 bonus to their AC against that attack, potentially causing the attack to miss. If the attack still hits, the creature takes only half damage from the attack. You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.













