Rogue
Base Class: Rogue

While others frittered away their time, you studied the blade. Shinobi, myrmidons, duellists and other swordmasters frequently follow this archetype. This style emphasises speed and a single decisive strike.

Swift draw

When you choose this archetype at 3rd level, you gain proficiency in all non-two handed martial weapons that deal slashing damage and greatswords if you don't already have it, and they gain the finesse property for you. You can draw a finesse weapon as part of making an attack with it, and when you do so during the first round in combat, you have advantage on the attack roll.

Deadly Rush

Starting at 3rd level, when you take the Dash action and move 10ft in a straight line, you have advantage on your next melee weapon attack until the start of your next turn.
You perfect the technique of striking as you pass your enemy. If you move 30ft in a straight line, as an action you can make a melee weapon attack against a creature that was within 5ft of you during the last 20ft of this movement. On a hit, you can apply one of the following effects to the creature:
• Crippling Strike. Its speed is halved until the end of its next turn.
• Unbalancing Strike. On its next turn, it must choose whether it gets an action, a bonus action, or a reaction; it gets only one of the three.
• Death Strike. It takes 1d6 additional weapon damage. This damage increases by 1d6 when you reach 5th, 11th and 17th levels.


You can use this technique a number of times equal to your Wisdom modifier, and you regain all uses at the end of a long rest. If you use this technique and kill a creature with the attack, you regain one use.

Dangerous Reputation

At 9th level, your fame begins to precede you. You are widely known as a swordmaster, and can move between diverse social circles. Noble lords, skilled duellists, powerful criminals, and rival clans, amongst others, may wish to know your intentions. You have advantage on Charisma checks against any creature that has proficiency in the longsword.

Parry Master

Also from 9th level, immediately after you use your Uncanny Dodge feature you gain a bonus to your AC equal to your Wisdom modifier, which lasts until the start of your next turn. You cannot benefit from this feature if you are unarmed, wearing medium or heavy armour, or are wielding a shield.

Killing Trance

Starting at 13th level, when you kill a creature during combat you gain temporary hit points equal to your Rogue level and the critical hit range of your melee weapon attacks expands by 1. You lose these benefits if combat ends, if you lose the temporary hit points by taking damage, or if you critically hit a creature.
For example, if you are level 13 and have killed 3 creatures without a critical hit, and have taken no damage, you will have 13 temporary hit points, and critically hit on a roll of 17- 20.

Devastating Counter

Starting at 17th level, when you use your Uncanny Dodge feature you can make a melee attack with advantage against your attacker as part of the same reaction. If this attack causes your foe to fall unconscious or die you regain your reaction.

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