The following homebrew adds a modern option to the Rogue class in 5E TTRPGs. All of the core Rogue class abilities can stay rules as written; see the official 5E System Reference Document (SRD v5) for details. Note: This subclass has not yet gone through playtesting.
Fixer
Some fight in the shadows. You negotiate in them. You’re the middleman between power and opportunity, an underworld broker who trades in favors, secrets, and quiet solutions.
Whether you’re arranging jobs for mercenaries, smuggling contraband through corporate checkpoints, or cutting deals between rival factions, you thrive where others hesitate: in the moral gray. Fixers aren’t just criminals; they’re connectors, smooth operators who can talk their way out of firefights as easily as into high-security meetings.
Level 3: Underworld Connections
Your name carries weight in the hidden world.
* Network of Contacts. You maintain a network of informants, clients, and associates across the black market, law enforcement, and high society. As a Bonus Action, you can call on these contacts for information, rumors, or resources. Choose one of the following benefits:
* Street Intel: Gain advantage on your next Investigation or Insight check made to learn about a person, object, or organization.
* Supply Line: Gain a temporary item or resource (such as fake credentials, access codes, or a small amount of contraband) that lasts for 10 minutes or until used.
Safe House: Secure temporary shelter or cover from pursuit; a quick contact hides you or an ally for 1 hour.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Bonus Proficiencies. You gain proficiency in Persuasion and Deception, or another two Charisma-based skills of your choice. If you’re already proficient in one, you instead gain Expertise in it.
Level 3: Smooth Operator
You’ve learned to move through the social world like a phantom through shadows.
When you make a Deception or Persuasion check, you can use your Bonus Action to gain advantage on the roll.
You can use Cunning Action to take the Negotiate action (see below) in addition to Dash, Disengage, or Hide.
Negotiate Action. You make a Charisma (Persuasion or Deception) check contested by a creature’s Wisdom (Insight). On success, choose one:
* The creature becomes friendly toward you for 1 minute, or until you or your allies act hostile toward it.
* You can subtly convince a guard, clerk, or official to ignore minor protocol or delay an action for 1 round.
* You can calm a hostile crowd or enemy, causing them to hesitate. Creatures of your choice within 30 feet who can hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be unable to attack you until the end of your next turn.
Level 9: Leverage
You always have an angle and you know how to exploit it.
Cunning Strike Option: Blackmail (Cost: 1d6). When you hit a creature with your Sneak Attack, you can forgo some damage to extract leverage. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become Charmed by you for 1 minute. While charmed, the creature is compliant and cannot attack you or your allies unless directly ordered by a superior. This effect ends early if you or your allies damage it, or if you command it to perform an act against its moral code.
Level 13: Criminal Syndicate
You’ve become a major player and your network spans multiple cities or data grids.
Expanding Network. You can spend 1 hour in conversation, messages, or digital correspondence to create a temporary contact cell in your current location. For the next 24 hours, you gain the following benefits:
* Advantage on Persuasion and Deception checks made to influence locals or gain black-market items.
* You can call in one favor: a vehicle, bodyguard, weapon cache, or digital access pass (subject to GM approval).
* When rolling for downtime or influence checks, you count as having proficiency in all Charisma-based tools (Forgery Kit, Disguise Kit, Gaming Set, etc.).
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 17: Master of the Game
You don’t just play the game, you own it.
Always One Step Ahead. At the start of any combat, you can choose up to two allies. Those allies can immediately move up to half their Speed and gain advantage on initiative rolls. In addition, you can never be surprised while conscious.
Call in a Favor. Once per Long Rest, you can spend 1 minute to contact your network for extraordinary help acting on your behalf: Mercenaries, hackers, corrupt officials, or smugglers. The GM determines the narrative effect, but examples include:
* A police siren or drone sweep forcing enemies to retreat.
* Emergency medical delivery restoring an ally to 0 HP.
* A distraction, blackout, or explosion creating an instant escape route.
* Digital manipulation of records, wiping your crew’s presence from surveillance logs.
Once you use this feature, you can’t use it again until you finish a Long Rest.