Rogue
Base Class: Rogue

You focus your training and natural talent into shaping both mind and body to their limits. Rogues who embrace this archetype excel at exploiting the weak points of their enemies, augmenting their physical and combat capabilities through the use of their keen intellect.

Body-Mind Integration

Your trained mind has enhanced your hand-eye coordination. As a result, whenever you make a Dexterity check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

Enhanced Technique

At 3rd level, you gain the target your opponents' specific weak points. Whenever you make an attack that allows you to add your Sneak Attack damage, you may choose to forgo some or all of the extra dice to enhance the attack in various ways (Extra dice added by a critical hit are still added to the damage roll but cannot be used to enhance an attack). You can only use one enhanced technique per attack.

Techniques:

Binding Blow. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 1d6 of your Sneak Attack damage to attempt to grapple the target of your attack. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) or Dexterity (Sleight of Hand) check. On a failure, it becomes grappled. A target that is more than one size larger than you automatically succeeds on the saving throw. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) or Dexterity (Sleight of Hand) check.

Concussive Assault. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 4d6 of your Sneak Attack damage to attempt to concuss the target of your attack. The target must make a Constitution saving throw. On a failure, it becomes poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.

Crippling Blow. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 5d6 of your Sneak Attack damage to attempt to paralyze the target of your attack. The target must make a Constitution saving throw. On a failure, it becomes paralyzed until the end of your next turn.

Discombobulate. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 4d6 of your Sneak Attack damage to attempt to stun the target of your attack. The target must make a Constitution saving throw. On a failure, it becomes stunned until the end of your next turn.

Exposing Attack. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 5d6 of your Sneak Attack damage to expose its most vulnerable point. The target must make a Dexterity saving throw. On a failure, the next time you or an ally of yours hits the creature with an attack, the creature has vulnerability to all of that attack's damage.

Hit and Run. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 2d6 of your Sneak Attack damage to slip by and distract your enemies. When you use this technique, you can use your reaction to immediately move up to your full speed. This movement does not provoke opportunity attacks.

Rapid Assault. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 3d6 of your Sneak Attack damage to immediately make another attack against the same target.

Sensory Overload. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 3d6 of your Sneak Attack damage to attempt to assault the senses of the target of your attack. The target must make a Wisdom saving throw. On a failure, it becomes blinded or [condition]deafened[condition] (your choice) until the end of your next turn.

Shadow Strike. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 2d6 of your Sneak Attack damage to attempt to slip into the creature's blind spot. The target must make a Wisdom (Perception) check contested by your Dexterity (Stealth) check. Any target with Blindsight or Tremorsense automatically passes this check. On a failure, you are treated as being hidden to the creature until the end of your next turn and can immediately move to another space within 5 ft of the target (this does not use any of your movement). An affected creature can use its bonus action to make a Wisdom (Perception) check to find you on its turn. The creature has advantage on this check if it has any allies within 30ft of it.

Stumbling Strike. When you hit a creature with a melee weapon attack that adds your Sneak Attack dice, you can expend 1d6 of your Sneak Attack damage to attempt to make the target fall over. The target must make a Dexterity saving throw. On a failure, it falls prone.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Enhanced Technique save DC = 8 + your proficiency bonus + your Intelligence modifier 

Natural Genius

At 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Audacious Technique

Beginning at 13th level, you have learned to throw aside concern for yourself to maximize the effect of your techniques. When you use a technique that makes the target roll an ability check or saving throw, the target can use their reaction to make an opportunity attack. In exchange, the target has disadvantage on the ability check or saving throw. You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses on a long rest.

Simultaneous Strikes

At 17th level, you learn to widen the range of your enhanced techniques. When you use an enhanced technique against an enemy that has it make a saving throw, you can expend twice the amount of Sneak Attack dice to target up to your Intelligence modifier (minimum of +1) in extra targets. You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses on a long rest.

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