Rogue
Base Class: Rogue

Trained in the art of battlefield manipulation, these strategists have found ways to adapt and overcome obstacles in whatever situation. Templar's are defenders, conquerors, taking over whatever conflict they can. If one is found on the battlefield, their presence is known automatically as they call strategies and support to their allies and death upon their foes.

Grand Projectile

When you choose this archetype at 3rd level, you can throw finesse weapons with proficiency, using the throwing range of daggers (20/60). These attacks can deal sneak attack damage as long as they follow the rules of Sneak Attack.

Manipulative Touch

Starting at 3rd level, you can rearrange the battlefield. Whenever you get a sneak attack against a creature within 20 feet of you, you can use your bonus action to move up to it and cause it's movement to be halved; whenever you take damage from an attack half of the damage goes to that creature until it moves away; additionally, your attack of opportunity against that creature has advantage. 

Divison

Starting at 9th level, you can create distractions that can confuse enemies and cause disarray. Using an action, you can create a distraction that can cause enemies to do one of the following:

*Move enemies towards or away from a designated location, up to 30 feet.

*Focus their attention on a singular point to investigate or attack (advantage on stealth).

*Create a trap for unsuspecting foes, dealing your Rogue level in damage against them.

This only effects enemy creatures that are unaware of your presence and not in combat, if the enemies believe their to be hostiles nearby they have advantage on their saving throw. Any creatures that are targeted by such effect must make a Wisdom saving throw DC 8 + prof. bonus + Dexterity mod. If a creature fails against this save they must react within the best of their abilities. On a success the creature can ignore this distraction or realize it is a diversion based on DM's digression.

Death's Door

At 13th level, you gain the ability to adapt to any situation. Up to your Wisdom modifier per long rest, whenever you make a Dexterity saving throw, you can change one friendly creature's roll as long as they are within 30 feet if you as a reaction, including modifier bonus. If that creature succeeds the saving throw, you can move up to half your movement.

Early Bird

Starting at 17th level, you enforce your presence on the battlefield. When you roll initiative, all hostile creatures within 60 feet have disadvantage on their initiative rolls and have disadvantage on attacks against you for the first round of combat.

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