Base Class: Rogue
A strategist can overcome any situation by relying on their brilliant mind. They can create complex plans that lead their foes off-guard, open to attack.
Tactical Mind
When you choose this archetype at 3rd level, you can use your intelligence modifier for attack and damage rolls, instead of strength or dexterity.
In addition, you add your intelligence modifier to your initiative.
Reactionary
Starting at 3rd level, creatures provoke opportunity attacks from you even if they took the Disengage action.
Situational Awareness
Starting at 9th level, at the end of your turn, if you did not take a move action or bonus action, you can choose an ally that you can see. They may use their reaction to move up to half of their speed. Opportunity attacks against that character have disadvantage during the move.
Whenever you miss an attack and an ally can also attack that creature, you can have up to one ally you can see use their reaction to attack that creature. If the attack hits, the ally adds your sneak attack dice if you haven't already applied it to an attack this turn. You can use this feature a number of times equal to your proficiency bonus between long rests.
Master Tactician
At 13th level, you have become a master at maneuvering yourself and your friends on the battlefield. At the start of your turn, you can move 10 ft in any direction, without provoking opportunity attacks, this does not take an action.
At the end of your turn, if you do not currently have a tactical die, you create a tactical die equal to 1d10. On any players turn, whenever they make an ability check, attack roll, saving throw, or are attacked, they can roll the tactical die and the number to there result, or there AC in the case of being attacked. Once, the die is used, it is gone.
At the start of your turn, if you still have a tactical die, it instead changes to a +10 at the end of your turn, instead of creating another one. The benefit of this feature no longer increases after this, but instead retains its +10 value until it is used.
Battle Wisdom
When you reach 17th level, your mind is as sharp as a dagger, and you can find a weakness in any foe. You can spend a use of your cunning action to grant an all allies within 30 ft the ability to provoke opportunity attacks even if creatures take the disengage action. In addition, whenever you use your cunning action, a creature within 30 ft (including yourself) can move 10 ft in any direction without provoking opportunity attacks as part of that cunning action.
In addition, friendly creatures within 30 ft (including yourself) deal additional damage to creatures when attacking using their reaction equal to your rogue level. (This damage is the same type as the damage being dealt.)
Previous Versions
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4/14/2021 3:38:20 PM
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11/14/2021 4:43:52 PM
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11/15/2021 3:02:09 AM
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