Rogue
Base Class: Rogue

Most rogues prefer a silent, more discreet lifestyle, with their identities unknown. Duelists however, live for the exhilaration of the fight, whether it is to make a name for themselves in the halls of fame, or to prove to themselves that they can overcome most challenges. Ultimately, they all do it for personal fulfillment.

Any and all that choose to go down this path accept challenges given to them, in a personal sense of honor following a personal code, rather than following social guidelines, and fight to the death, in the end.

When choosing this subclass, characters fall into four duelist categories. For Honor<Good>, For the Challenge<Neutral>, For Domination<Evil>, or For Glory<Any>, at the player's choice.

Clever Footwork

Starting at level 3, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

Coup De Grace

You’ve developed a technique for exploiting a weakness where none seems present. This ability is represented by Focus Points equal to twice your proficiency modifier. When you roll a weapon attack, you can use a number of these points equal to half your proficiency modifier(rounded up) to increase the face of the d20 roll used to attack, to a maximum of 20, potentially turning a miss into a hit, or a hit into a critical hit.

Coup D'etat- When you successfully land a critical weapon attack that includes your Sneak Attack damage, any die you roll for sneak attack lower than your Intelligence modifier becomes equal to your Intelligence modifier.

Dueling Etiquette<For Honor/ For the Challenge>- Any time you would roll for an attack with advantage, you don’t roll for advantage. If you would not have advantage in melee, and don’t have an ally within five feet of you or your target, you roll for advantage. If an ally gains and uses advantage due to your position next to an enemy, they instead do not. You cannot use the Help action to give advantage on an attack against an opponent.

Cunning Footwork

Starting at level 9, if an enemy ends its turn in your reach, you can use your Reaction to move around, within their own reach. This movement doesn’t provoke Opportunity Attacks.

Call Out

Starting at level 13, you can use your action and 2 Focus Points to call out an enemy, enticing it to be manipulated by your words, making a Wisdom save. This only works if the enemy can understand your language, and has an INT score of 3 or more (The DC is 8+INT modifier+Prof. modifier.)

Aggravating Call Out

Talking down to the enemy as a lesser being, the next melee attack they make will be targeted towards you if they can, with disadvantage. If this attack misses, you may make an attack, with advantage. <For Domination>

Goading Call Out

Striking into the heart of your enemy with your own moral high ground, the enemy walks to a location inside your threat range on their turn, similar to Command.<For Honor>

Menacing Call Out

You predict the end of your enemy at your hands, putting the fear of death in your enemy. On your next attack against this target, you gain advantage. You can only use this ability once per target per day. If the target has immunity against fear, they are immune to this effect. <For Glory>

Motivating Call Out

You wish for a greater challenge, asking more from your opponent. Your target has its attention centered on you, gaining advantage on attacks against you. Until the beginning of your next turn, your allies have advantage against your target.<For the Challenge>

Critical Oppurtunity

Starting at level 17, when your first attack critically hits on advantage, you can make a second attack. This attack can also apply sneak attack damage, regardless of advantage.

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