Base Class: Rogue
In the upper echelons of the modern federation of arn, a duel might as well be counted as a diplomatic effort. Especially in the noble society of the militaristic side of Arn, families of generals and strategists and the likes, children are taught from a young age how to wield a rapier and a main gauche in a manner befitting of the high form of noble duels.
Yet the nature of life in the aristocratic society of Arn is not only one as honest and open as duels might suggest, it is also one of deception, intrigue and scheming. As such, a young noble is not only taught how to fight in the open but also in the ways of espionage, theft and politic theatre.
As such, an individual falling under the newly established moniker of "Sword-Noble" is both an expert martial artist and a spy.
You will need your skills to survive in this life, as everyone is only out for themselves and as much out to best you in duel as they are out to poison your afternoon tea in fear of your prowess.
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Duelist's Fighting Style
You gain a special fighting style only available to the sword-noble. While wielding a rapier, estoc or another piercing-oriented finesse sword in your right hand and a parrying dagger in your left hand, you can perform 2 parries for one reaction.
When being targeted by a melee weapon attack, you may use your reaction to add your proficiency bonus to your armor class. When using your reaction to perform such a parry, you may parry another attack before the start of your next turn in the same manner without needing a second reaction.
Alternatively, when successfully parrying a weapon attack in this manner, you can immediately follow up with a counter attack using your main hand instead of holding out for a second parry.
Brazen Insult
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. Creatures intelligent enough to recognize antagonizing gesturing might also understand your profane insults but give you disadvantage on the Persuasion check.
If you succeed on the check and the creature is hostile to you, it becomes so irritated by your insults, that it starts to fight in a reckless manner, granting you a +2 bonus to your parries against it and a penalty to its AC equal to half your charisma modifier (rounded up) for a minute.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Easily Offended yet Skillful
Starting at 13th level, your expertise in one-on-one combat has reached a point, where you are utterly insulted should a creature choose to abandon the fight with you or not recognize you as the greatest danger in its immediate vicinity.
When a creature within half your movement range is making a melee attack roll against an ally of you, you can use your reaction to contest the creature's attack roll with your Acrobatics check. On a success, you can move the original target by 5 feet and take its place performing the parry reaction. On a failure, you reach your destination, but do not swap places and do not become the target of the attack.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat and lets you relentlessly punish your opponent's missteps.
If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
When a creature misses you with a melee attack by more than 5, you can reposition within half a rotation around it while staying in melee and perform a counter attack without spending a reaction once per turn.
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