Roguish Archetype: Granary Thief

Inspired by this link The archetypal Granary Thief has little use for traditional treasures or rewards, except insofar as they facilitate the thieving of additional grain and grain production facilities. You seek always to find a new source of wheat, barley, oats, rice--even pseudocereals, when circumstances demand it. As granaries are often centrally located and well-fortified against vermin and thieves like yourself, the life of a Granary Thief can be perilous. Many a would-be millet-swiper has fallen from the second-story egress or found themselves unexpectedly threshed. A successful Granary Thief relies on extensive domain knowledge, decorated buttocks, and the deception of granary owners by wily coaxing. The ultimate goal of any granary thief is to steal the granary itself. Granary Thief Features Rogue Level Feature 3rd Wily Coaxing, I Know What Grits Like 9th Thicc, Lord of the Ryes 13th Grain Magnate 17th Seize Means of Production

Wily Coaxing Starting at level 3, you may decorate your buttocks to deceive any who stand between you and grain. If you spend 10 minutes garishly bedecking your backside (using a disguise kit or suitable replacement), you gain advantage on Deception and Performance checks until the next short or long rest. While decorated, you are especially memorable to those who see you, which may not always be desirable.

I Know What Grits Like Starting at level 3, you have advantage on Perception checks to see and Attack rolls to hit molds, fungi, and Tiny beasts.

Thicc At level 9, you can effectively shake dat on short notice. While you have a decorated backside, if another creature within 30 feet is attacked, you can use your reaction to force a single attack roll to be made with disadvantage.

Lord of the Ryes At level 9, you are one with the grains. As part of a Hide action, you can partially or completely submerge yourself in a mass of oats, flour, rice, millet, or the like within 5 ft, assuming the mass is large enough to contain you. You do this in such a way that you can see out of the mass, and you do it without dirtying the precious grain.

Grain Magnate At level 13, you have learned everything there is to know about building permits, administrative details, and business licenses necessary to quickly set up and operate a granary, grain mill, grain farm, or bakery. Spending 100 gp and 2 days allows you to acquire an appropriate building and open a functioning business with hired help, including (by default) two Scouts and four Thugs to guard the facility (split into a night and day shift), in any settlement where such a building can be found. The granary will pay for its operating costs and produce a profit besides. You need merely to come 'round from time to time, and you can collect 1d6 gold pieces for each day since the last time you visited.