The Fringer
Hit Points
Hit Dice: 1d8 per fringer level
Hit Points at 1st Level: 18 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution Modifier per fringer level after 1st
Proficiencies
Armor: Light
Weapons: Simple Weapons, Primitive Weapons, Blaster Pistols
Tools: Security Kit
Saving Throws: Dexterity, Intelligence
Skills: Choose six skills from Acrobatics, Astrogate, Athletics, Deception, Demolitions, Disable Device, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Pilot, Repair, Sleight of Hand, and Stealth
Credits: A 1st-level Fringer starts play with 1D6 X 500 credits.
EXPERTISE
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with security kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with security kit) to gain this benefit.
SNEAK ATTACK
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Fringer table.
Fringer's Code
During your fringer training you learned fringer's code, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows fringer's code understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a fringer's guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for fringers on the run.
CUNNING ACTION
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
FRINGER ARCHETYPE
At 3rd level, you choose an archetype that you emulate in the exercise of your fringer abilities: Smuggler, Infiltrator, or Pilot all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
UNCANNY DODGE
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
EVASION
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a grenade's explosion or an avalanche. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail.
RELIABLE TALENT
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
BLINDSENSE
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within l0 feet of you.
SLIPPERY MIND
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
ELUSIVE
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
STROKE OF LUCK
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
Fringer Archetype: Smuggler
ILLICIT BARTER
Beginning at 3rd level, the Smuggler gains Advantage on any Deception or Persuasion checks made to buy or sell illicit or illegal goods.
Fringer Archetype: Infiltrator
COVERT MOVEMENT
Infiltrators learn to control the amount of noise they make while moving at less than cautious speeds, allowing them quick entry and exit while remaining undetected. At 3rd level an infiltrator no longer moves at half speed during stealth. They also gain Advantage while not wearing Heavy or Powered armor using the Stealth Skill.
Fringer Archetype: Pilot
Vehicle Operation
At 3rd level the Pilot may choose for free one of the following Vehicle Operation feats.
-Starfighter
-Space Transport
-Capital Ship
-Land Speeder
-Air Speeder
-Walker
-Water Vehicles
-Tracked/Wheeled Vehicles
Familiarity
At 3rd level, the Pilot gains advantage on all Pilot checks made for vehicles with which they have the corresponding vehicle operation feat.