Rogue
Base Class: Rogue

Insert flavor text about how awesome spears, phalanxes, and Greco warfare was....

Spear and Shield Proficiency

When you choose this archetype at 3rd level, you gain proficiency in shields. Additionally, when you wield Javelins, Spears, and Tridents, they have the finesse property.

Fighting Stance

When you take this archetype, you learn special techniques called Fighting Stances, which help you to strike and move more efficiently as a unit. You can use a bonus action to take a fighting stance when you are wielding a Javelin, Spear, Trident, or Shield. The benefits of your fighting stance last until the start of your next turn or fall unconscious. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all uses when you finish a short rest.

You learn three fighting stances of your choice, which are detailed under “Fighting Stances” below. You learn one additional stance of your choice at 9th, 13th, and 17th level. Each time you learn new stances, you can also replace one stance you know with a different one.

If a fighting stance has prerequisites, you must meet them to learn it. You can learn the stance at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Adept Thrower

Shields gain the thrown property for you. It returns to the wielder’s hand immediately after it is used to make a ranged attack and deals bludgeoning damage equal to 1d4 + your Dexterity modifier on a hit. Additionally, when you make a ranged attack using a thrown weapon, you can roll a second damage die.

Collective Defense

You focus on protecting your allies. You gain the benefits of the Dodge action, and you can use your uncanny dodge feature to reduce the damage when you or an ally within 5 feet takes damage from an attack.

Extended Reach

Your reach with Javelins, Spears, and Tridents increases by 5 feet. However, targets 15 feet away or more only take half damage from your attacks on a hit. At 9th level, your reach increases by 10 feet instead.

Hold the Line

You focus on defending your position. You can add your shield's bonus to any Strength ability checks and saving throws to avoid being pushed or knocked prone. Additionally, if you have the Evasion feature, its benefits apply to both your Dexterity and Strength Saving throws.

Intimidation Tactics

You take a threatening posture. You can add your attack bonus with a melee weapon you wield to Charisma (Intimidation) checks. On a roll of 19 or 20, the target is also frightened of you for one minute.

Offensive Rush

When you attempt to move through a large or smaller creature's space, you can Shove the creature, adding your Intelligence modifier to the Strength (Athletics) check you make to knock it prone or push it away from you. You can only do so once per turn.

Opportunist

When you successfully push or knock a creature prone, the target takes bludgeoning off piercing damage equal to half the number of Sneak Attack dice for your level (round up). You can only deal this damage once per turn.

Portable Cover

You focus on mitigating harm to yourself. You gain the benefits of half cover as long as you wield your shield. Additionally, when a creature makes an attack against you, you can use your reaction to instead gain three-quarter's cover.

Rapid Jabs

Prerequisite: 13th level

You can use your action to make a melee weapon attack with a Javelin, Spear, or Trident you are wielding against any number of creatures within your reach, with a separate attack roll for each target.

Regroup

Choose a number of allies equal to your Intelligence modifier (minimum 1) that can hear you. Until the start of your next turn, your chosen allies can use a reaction to move toward you without provoking opportunity attacks. The distance they can move equals 5 feet plus five times your proficiency bonus.

Teamwork

When an ally makes an attack against a creature within your reach, you can use your reaction to make an opportunity attack against the same target using a Javelin, Spear, or Triton.

Vulnerability Analysis

Starting at 9th level, your knowledge of defensive tactics has helped you to better recognize the vulnerabilities of others. If you spend at least 1 minute observing or interacting with a structure, vehicle, or military formation, you can learn certain information about its vulnerabilities.

You can also attempt to identify vulnerabilities as an action, by succeed an Intelligence check contested against the target's Charisma (Deception) or Armor Class if it is a structure.

The DM tells you two of the following characteristics of your choice:

  • Armor Class
  • Current hit points
  • Movement Speeds
  • A damage vulnerability or other weakness
  • Entry point
  • Lynch Pin. Who is the leader of this group or what is holding this object together?

Chosen Stance

Starting at 13th, your familiarity with your fighting stances have developed lasting effects on your approach to combat. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. (Choose the fighting initiate feat.)

Additionally, choose one of the fighting stance you know. Its effects are always active as long as your remain conscious. At the end of a long rest, you can change which fighting stance is active, without expending a use of that feature.

Soul of Deceit

Finally at 17th level, you become an unstoppable defender. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use your uncanny dodge feature or make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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