Rogue
Base Class: Rogue

Sellswords are solitary warriors who fight in many battles. They are seasoned in the way of blade and often utilize tactical thinking to outwit their oponents. They keep a simple arsenal of blades that they can either throw or fight with. 

Battlefield tricks

When choosing this archetype at 3rd level, you master fighting with swift bladed weapons. The rapier gains light property for you as long as you are wielding an offhand dagger. You also gain Two-Weapon Fighting style and drawing a dagger does not cost you any actions. You can carry up to 3 daggers.

You have grown used to having to fight in the frontline and adapted several useful tricks. You gain a number of trick points equal to your dexterity modifier + your proficiency bonus. You can expend a number of points to perform a combat trick. You can perform a maximum of 2 tricks per turn. You regain all expended trick points on a long rest or half of them on a short rest.

Biding time

Whenever you do not use your Sneak attack on a turn, you can use your bonus action to take a more guarded stance instead. If you do, your AC increases by 1 until the start of your next turn and you regain 3 trick points. 

Dent in defence

When you hit a creature with a melee weapon attack, you can use your bonus action and expend 3 trick points to make an extra attack with the same weapon. If your original attack was a critical hit, you make this attack with an advantage.

Ready to kill

When you have a free hand and you attack a creature that has not yet taken any damage, you can expend 2 trick points and make a Sleight of Hand check against the target's passive perception. You draw your weapon and make a weapon attack on the target. This attack cannot trigger your Sneak attack feature. If you succeed on the check, you deal extra 1d6 damage of your weapon type to the target. This damage increases to 2d6 at level 9 and to 3d6 at 13th level. If you fail the check, the attack automatically misses.

Swipe and slash

When you are hit by a melee weapon attack, you can attempt to parry the attack. Expend 2 trick points and roll the damage die of one of your weapons. You reduce the incoming damage by that many hit points. If you reduce the damage to 0, you can make a weapon attack with your other weapon.

Wrist flick

When you hit a creature with your offhand dagger, you may attempt a DC12 Dexterity check. On success, you can expend 1 trick point and fling the dagger at a different target, making an extra ranged weapon attack. This attack automatically misses a target in your melee range. 

Downtime activities

By 9th level, you have seen enough battle. You learn to appreciate downtime for either entertainment or learning and using your knives for other things than fighting. You gain proficiency with a gaming set of your chocie and woodcarver's tools - you use your daggers instead.

Additionally, during each long rest you may spend up to 1 hour researching your surroundings, learning useful things or developing useful skills. If you record your newfound knowledge in a book, you may always return to it. Otherwise you remember it for 1d20 days. Useful skills require constant training. This may pertain to foraging and gathering herbs, drawing maps, fishing, gaining intel and various others. Learning in this way may require skill checks as per DM's discretion. Work with your DM on how this knowledge may aid you on your adventures.

Throwing mastery

By the 13th level you have honed your skills in throwing daggers to an exceptional level and can utilise it in a deadly way on the battlefield. Retrieving a thrown dagger does not cost you any actions if you expend 5 feet of movement to do it. Additionally, the normal range of your daggers increases by 10 feet and when throwing a dagger, you can choose to use one of the following options:

  • Pinning shot: You attempt to hinder your target's movement, aiming for knees, ankles or vital muscles. On a succesful hit, your target's movement is halved until the start of your next turn.
  • Swift hands: You may throw one additional dagger. This dagger may aim for the same target or a target within 10 feet of the target.

Combat tactics

Starting at 17th level you are a professional in the art of combat. You have learned a number of ways to gain advantage over your foe.

  • Coordinated attack: If one of your allies is within 5 feet of your target and is not incapacitated, you gain advantage on your first melee attack against the target this turn.
  • Taunt: As a bonus action, you can taunt a single target that can hear you and understand you. You gain advantage on your next melee attack against the target this round, but the target gains advantage on all of their melee attacks against you on their next turn. If they miss, you can use this feature on your next turn without requiring a bonus action.
  • Battle insight: As a bonus action, you make a Wisdom (Perception) check, the DC set by your DM. If you succeed, you gain advantage on your next attack against this creature. 
  • Pure focus: As a part of a weapon attack, you expend 3 trick points. You gain advantage on the attack roll.