The stars of Pash-Mara
The smuggler’s skills are in skulduggery and seizing opportunity, or creating it when they need to. These scoundrels use their charm and skills in deception and hiding to get ahead. As such, you will rarely find a smuggler who isn’t wanted by someone. Whether they have good intentions, like discreetly freeing slaves from factions of raiders, or they have more dubious goals, such as intercepting trade routes with a well thought out con and some forged papers, smugglers are liars through and through. Once they have a goal, they’ll smooth talk and sneak their way to it no matter what.
Starting at 3rd level, when you make a melee attack on your turn you can take the Dodge action as a bonus action.
When you choose this archetype at 3rd level, you have advantage on all Charisma (Deception) checks, and on ability checks made to conceal items and persons.
At 9th level, your ability to hide items on your person has become the stuff of legend… or would have been if people ever caught on. Over the course of 1 minute, you can choose items with a total volume no larger than 4 inches on any side (about the size of a large apple) to hide on your person. While these items are stowed in your clothing or armor they cannot be found unless you allow them to be or they are detected by magical means.
Once you use this ability, you can’t use it again until you remove any objects previously hidden by this ability.
Starting at 13th level, you can evade bad circumstance more effectively than your roguish counterparts. When you use your Uncanny Dodge feature, you can choose to take no damage from the attack, rather than half, and move up to half your movement speed away from the attacking creature. This movement provokes no attacks of opportunity.
You can use this feature twice, and you can use it again when you finish a short or long rest.
who shot first?
At 17th level, you are an expert in acting fast and squirming away from trouble later. When you roll for initiative, you can choose to forego the roll and instead be first in the initiative order. You can use this feature number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses
In addition, you have advantage on initiative checks and you can’t be surprised while you are conscious.