Rogue
Base Class: Rogue

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency. Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Marauder Training

When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. Additionally, you can apply the extra damage from your Sneak Attack to attacks made with any weapon you are proficient with, not just finesse or ranged weapons.

To the Ground

Also at 3rd level, you can use the bonus action granted by your Cunning Action to take the Grapple or Shove action.

Frenzied Blows

Starting at 9th level, you learn to sacrifice precision in exchange for more hostile strikes. Once per turn when you take the Attack action and have advantage on an attack roll, you can forgo the advantage for that roll to make an additional weapon attack as part of the same action.

Smash and Grab

At 13th level, you learn techniques to break down barriers that stand between you and your treasures. You can apply the extra damage from your Sneak Attack to any attack made against an object, even if you don’t have advantage on the attack roll.

Terrorizing Presence

Beginning at level 17, whenever you hit your target with your Sneak Attack, the creature to succeed a Wisdom saving throw or be frightened for one minute. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for 1 minute.

The DC for the wisdom saving throw is equal to 8 + Proficiency Bonus + your Strength Modifier. If an enemy is frightened in this way, you can use your sneak attack on it more than once per turn.

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