Winter's Hand
Most often known by its jolly gnomes and northern giant-folk, the adepts of the Winter's Hand is one bound to fill the hearts of others with festivity and joy. Just as capable at slipping gifts within the pockets of others as they are at slipping poisons, these rogues can harness the frigid cold and mystery of winter to further their goals. Some take this archetype to steal from the rich and provide joy to the poor, others do so to uphold the legend of the Lord of Crimson Snow. How you wield this balance of providing death and joy is up to you, so long as don't exploit these gifts for simply greed.
Joyful Craftsman
Upon taking this archetype at 3rd level, you gain proficiency in the Insight skill, along with two artisan tools of your choice.
Inconspicuous Gift-Giver
Starting at 3rd level, you gain an additional use from your Cunning Action feature: you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check. You can only do so in order to plant objects from your person onto an object or another person, or to discreetly take food.
Naughty List
Also at 3rd level, your talent with weapons shines best when used for revenge. When a creature you can see within 60 feet you deals damage to another creature, you can spend a reaction to have them be magically engraved on a weapon you are wielding via a nickname of your choice.
While a creature’s name is engraved in this way, you gain the following benefits:
- You don't need advantage on attack rolls to use your Sneak Attack against them.
- Each time you hit this creature, you can choose to change the damage type to cold.
- You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find them.
An engraved name lasts for 1 hour, until the creature drops to 0 hit points, or until you remove the engraving (no action required).
You can engrave a number of names equal to the amount of die in your Sneak Attack die, and regain all expended uses after a long rest.
Master of Tight Spaces
Starting at 9th level, you are capable of finding extra space in what should otherwise be full. You can move through and stop in spaces large enough to fit a Tiny creature without squeezing.
Additionally, non-magical containers on your person can now hold up to twice as much material, and always weigh as if they were empty.
Just What’s Needed
At 13th level, your bags always hold something that might be needed later. As an action, you can pilfer through a bag or pouch on your person and pull out a nonmagical object of your choice. This item must be Medium or smaller, and can’t be worth more than 10 times your rogue level in gp.
If you are willing, a friendly creature can spend their reaction to name an object of their choice upon seeing you spend your action in this way. Doing so increases the gp value limit of the item to 30 times your rogue level.
Once you have used this feature, you can’t use it again until you finish a long rest.
Vanish in the Snow
Upon reaching 17th level, it’s incredibly hard to catch your mistakes. Upon failing an attack roll, sleight of hand check, or stealth check, you can spend a reaction to turn invisible. This invisibility lasts until the start of your next turn or until you attack, make a damage roll, or cast a spell.
Any creatures who see you spend this reaction must make a Wisdom saving throw (DC = 8 + proficiency bonus + your Dexterity modifier), forgetting you and anything they saw you do since the start of your last turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

