Base Class: Rogue
A rogue warrior may not be the strongest or have the most conventional training but is a master of their weapon. The Patient Blade Rogue is a master of turning their opponents greatest strengths into flagrant weaknesses. This technique focuses on striking the most vulnerable parts of your opponent with the most precise force.
The movement of their weapon is swift but not as brutal as some of their more hefty compatriots. A Patient Blade Rogue can be designed to be an authority on the battlefield that takes hits and protects allies or a expert swordsperson who can create a devastating whirlwind of attacks. As the Patient Blade Rogue gains experience they become a master of maneuvering, an expert at waiting to strike, and a specialist in finding weak spots.
Found Technique
Starting at third level, Select 1 simple or martial weapon, that does not have the heavy property, to gain proficiency in. All weapons you are proficient in also have the finesse trait when you use them. You can spend one week (or 40 hours) practicing with a new simple or martial weapon to replace your selected proficiency.
At 5th level, your 1 simple or martial weapon can now have the heavy property.
When you choose this subclass you gain proficiency with Medium armor. Additionally the maximum bonus added from your dex modifier is equal to your proficiency bonus as long as you aren't wielding a shield.
Additionally, choose one between the following fighting styles:
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
On a Roll
When you kill an enemy on your turn, you can expend a bonus action to move up to dash without provoking opportunity attacks.
If you kill an enemy while it is not your turn, you can instead expend a reaction.
Expect the Unexpected
Starting at 9th level, your patience and reflexes become finely honed. You absorb the battlefield before you, tighten your stance, and prepare to deflect the surrounding dangers.
Whenever you take the Dodge action and an opponent within melee range misses an attack, you may immediately riposte and take a strike against them without expending a reaction. You may use this feature a number of times equal to half your proficiency bonus per round.
Additionally when you take the Dodge action, the next Unexpected Attack or Opportunity Attack you make has advantage.
Skin of Your Teeth
Evading a catastrophic blow becomes the first in a series of good choices that will save your life. When you use your Uncanny Dodge feature, you can choose to use this feature to roll your sneak attack as temporary hit points. These temporary hit points last for the next minute. Once you use this feature, you can’t do so again until you finish a short or long rest.
Reflexive Feign
When your strike is not going to land you can alter it into a feign to mislead your opponent, turning your failure into a chance to strike true. When you miss an attack, you can use this feature to add a d8 to the failed attack.
If the attack lands, roll damage and add an additional d6 for every 1 rolled on a dice and the target of your attack must make a Constitution Saving Throw or be Stunned until the end of their next turn.
The DC for this saving throw is equal to your base level Armor Class. (not including any modifications from spells, shields, cover, etc)
You may use this feature a number of times equal to your proficiency bonus long rest.
Previous Versions
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8/15/2023 3:48:10 PM
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1.2
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8/15/2023 3:53:42 PM
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1.3
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8/15/2023 3:56:38 PM
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3
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1.3.1
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