Base Class: Rogue
A Master-At-Arms Rogue realizes that direct toe-to-toe combat can't always be avoided. As such, they train to be able to take these situations head on.
Close Quarters Training
You have prepared yourself to be ready for direct combat. Starting when you choose this archetype at level 3, you gain proficiency with medium armor, shields, and martial weapons. Additionally, you may utilize Sneak Attack with any melee weapon that you are proficient with that doesn't have the heavy or two-handed property.
Combo Specialist
You have learned to use your weapons to create a torrent of slashes and stabs. Starting at 3rd level, whenever you have advantage and successfully land a melee weapon attack, you can choose to forego your Sneak Attack damage in exchange for Combo Points equal to the number of die sacrificed, up to a maximum of 5. You can choose to use any other Sneak Attack dice on a separate attack, called an Eviscerate, but it can't be stacked with one of the effects listed below;
- Fan of Knives: When you take the Attack action on your turn, you can forgo one of your attacks to cast the cloud of daggers (DC 8 + Dexterity modifier + proficiency bonus), at a spell level equal to the number of Combo Points sacrificed, it has a range of 10ft and the spell has a casting time of instantaneous instead of requiring concentration. Once per turn when you deal slashing damage to a creature, you can reduce the speed of the target by 10ft for the duration.
- Expose Armor: You can reduce your target's AC by your proficiency bonus, this reduction lasts an amount of rounds equal to the number of Combo Points sacrificed.
- Rupture: You can choose to inflict a hemorrhaging wound. If the target is a creature other than an undead or a construct, it must succeed on a DC 15 Constitution saving throw or lose a number of hit points equal to your half your level. For a number of rounds equal to the number of Combo Points sacrificed, the first time each turn you hit the wounded target, you can choose to deal damage equal to half your level.
- Slice & Dice: For a number of rounds equal to the number of Combo Points sacrificed, you can make a single additional melee weapon attack on each of your turns after this one. You do not add your damage modifier to the total unless your modifier is negative.
Extra Attack
Your martial training continues to progress. Beginning at 9th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you may replace the first attack with a feint to unbalance your opponent. When you feint, you gain advantage on the next attack you make against the target. You may only feint if wielding a melee weapon, and the target is within your reach with that weapon.
Sinister Strike
Your roguish reflexes paired with your combat training has allowed you to master a new technique. Beginning at 13th level, when a creature within 5ft of you hits you with an attack, you may use your reaction to make one melee weapon attack against the provoking creature.
Killing Spree
Your training culminated with your ability to make the most out of your strongest strikes. When you reach 17th level, your melee weapon attacks score a critical hit on a roll of 19 or 20. In addition, you may apply your Sneak Attack damage to any Critical Hit you make with an eligible weapon. This damage is applicable even when other factors would typically negate Sneak Attack, such as disadvantage.
Previous Versions
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10/23/2023 5:23:30 PM
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10/23/2023 5:26:51 PM
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10/24/2023 1:47:02 PM
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