Base Class: Rogue
Dark and intimidating, sinister blades are ruthless rogues of preeminent speed and skill who specialize in using daggers to make quick work of their targets. Springing to action in a flash, they move with pinpoint precision before unleashing a whirlwind of violence. It's not pretty work that they are called on to do, but for a sinister blade, violence solves everything.
While many assume them to be mindless adrenaline junkies or sadists, sinister blades are far from mindless: they are still people, and often experience intense emotions that they tend to have trouble communicating in other ways; when they do have constructive outlets, they can display talents in unexpected situations.
Dagger Flip
Starting at 3rd level, you can use a bonus action(or as part of using your Cunning Action feature) to toss a Dagger into the air in your space that within 5 feet of you. Until the end of your next turn, at the end of your turn or when you move to within 5 feet of it on your turn, you pick it up as no action and spin around to slash nearby enemies, dealing 1d4+Dexterity modifier Slashing damage to all enemies you can see within 5 feet of you on a hit.
Additionally, your grim work and bearing mean you have proficiency in Intimidation.
Bouncing Blade
When you choose this archetype at 3rd level, you have learned how to aim your attacks so their momentum carries them to other targets beyond the first. You gain the ability to make a ranged weapon attack by throwing a dagger, you can use this feature to cause it to bounce to up to two additional targets. The other targets must be no more than 5 ft away from the last enemy targeted by this attack. The attacks deal their normal damage on a hit, and a Dagger lands 5 feet away from one of the targets after every attack has been made. You can pick up this Dagger as with your Dagger Flip feature.
Additionally, if you reduce a target to 0 Hit Points or fewer with one of your Sinister Blade features or a weapon attack, you regain a use of this feature, which you can use proficiency times a long rest.
Shunpo
Starting at 9th level, your reflexes and speed have increased to the point where you seem to be able to teleport. On your turn, as a bonus action you can teleport up to 15 feet to an unoccupied space you can see that is within 5 feet of a creature or one of your Daggers. If the target is a creature, you leave a Dagger when you arrive; if the target is a Dagger, if an enemy is reduced to 0 Hit Points or fewer when you pick it up(as with your Dagger Flip feature), then you regain a use of this feature. You can use this feature proficiency times a long rest.
Dagger Master
By 13th level, your familiarity and ease with daggers lets you strike harder and more precisely with them than others, and see where you need to be to get all you can out of your attacks. You can move through but not end your turn in the spaces of other creatures, and when you make an attack with a dagger or your Dagger Flip or Bouncing Blade features, it instead deals 1d6 damage, and you can score a critical hit on a roll of 19-20.
Blade Lotus
When you reach 17th level, you can unleash a storm of daggers that wounds nearby enemies. You can channel for up to 3 rounds(maintaining focus as if casting a spell) to throw out a storm of daggers, dealing 6d6+Dexterity modifier Piercing damage at the end of your turns to up to three enemies within 20 feet of you if they fail a DEX saving throw. Hit points lost to this feature can only be regained through a long rest, and if it reduces a creature to 0 Hit Points or fewer, a Dagger is left in the creature's space. You can end your concentration on this feature as no action. You can use this feature proficiency times a day.
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