Smuggler

Instead of cutting out the middle man, you become the middle man. Pirates, traffickers, and bootleggers are some of the most common smugglers, but becoming a black-market dealer or fence is also a possibility. Your talents are best used in concealing people and things from the prying eyes and buying and selling illegal goods to those who know where to look. The more superstitious often say that Lady Luck is on the side of the smuggler, protecting them from misfortune.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with one type of Vehicle (Land, Sea, or Other). In addition, you gain proficiency with Dexterity (Sleight of Hand), or expertise if you already have proficiency.

Concealed Weapons

Starting at 3rd level, you learn how to hide weapons on your person and make surprise attacks on your enemies. Whenever you finish a rest, you may choose one weapon with the Light property and hide it on your body.

The first time you attack with that weapon, and the target has not been alerted about the presence of the weapon, the attack has advantage. The weapon is no longer considered concealed until the end of combat.

To spot the weapon, a creature must have a Passive Perception higher than DC [10 + your Dexterity (Sleight of Hand) modifier] or succeed in searching you. If a creature is searching you, they must succeed an Intelligence (Investigation) versus your Dexterity (Sleight of Hand).

Fenced Goods

By 9th level, you have established yourself in the black market. Any time you are in a city, you can find a fence who is willing to buy and sell illegal goods. They can also point you towards any potential smuggling jobs in the local area.

In addition, when you buy a vehicle and spend 2 hours working on it (which can be done during a long rest), you create a hidden compartment that is magically disguised. This compartment is undetectable by non-magical means

and only opens when you speak the key word or phrase to open it. The compartment can hold up to 10% of the vehicles carry capacity at any given time. You can have only one such compartment at a time.

Stay Low, Stay Quiet

At 13th level, your understanding of stealth allows you to hide people who would otherwise could not. If you spend 1 action helping a group sneak, you add your Dexterity (Stealth) modifier to any check they make for the next hour.

The number of creatures you can affect with this feature is equal to your Charisma modifier (a minimum of 1). You must finish a long rest to use this feature again.

Lady Luck

Starting at 17th level, you become much luckier. When a creature makes an attack against you that misses, you can use your reaction to force that attack to hit an adjacent creature as though it was the original target. If the roll was a critical fail, it critical hits the new target instead.

You can use this feature a number of times equal to your Charisma modifier per long rest (minimum of 1).