Base Class: Rogue
One does not become an effective rouge without hefty amounts of improvising but the Improv is on an entirely different level. Making weapons out of anything and everything they expect any plan to go wrong and make it up as they go usually. Masters of any and all weapons they adapt to new situations and wield all with a practiced ease.
Master of All
When you choose this archetype at 3rd level, you've developed the necessary skills to make everything a weapon in your hands. You gain proficiency in two tool kits of your choice. You also gain proficiency with all Martial Melee, Martial Ranged, Simple Ranged, Martial Firearms, Simple Firearms, Unarmed Strikes and Improvised weapons. You can also apply sneak attack to any attack you make with these weapons.
You also learn one Fighting Style that is considered unorthadox by most rogues but you've dedicated yourself to learning it. It also gains additional effects at 9th level.
Close Quarters Shooting
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. You gain a +1 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Improvised Expertise
Starting at 3rd level, you can work out how to do things with a moment of careful contemplation. You may spend 1 minute preparing when making a single skill check if you are not proficient in that skill you may add half your proficiency bonus, if you are proficient in that skill you gain expertise, and if you have expertise you gain advantage on that skill check.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Reactive Mastery
By 9th level your expertise with your fighting style improves and you excel at attacking from odd angles to surprise an enemy. As a bonus action you may feint and gain a bonus to your attack roll equal to your Proficiency bonus you can use this action a number of times equal to your proficiency bonus regaining all expended uses on a long rest.
Your fighting style also improves gaining the following additional effects.
Close Quarters Shooting: Follow Up and Reload
-If you miss with your attack with a ranged weapon you can fire a second time right after. Additionally you ignore the loading and reload property of all ranged weapons.
Dueling: Fast Footwork
-When you are wielding a melee weapon in one hand and no other weapons, you can use your bonus action to make an additional attack if the attack hits gain a +2 bonus to your AC until the beginning of your next turn.
Great Weapon Fighting: Brutal Blow
-When you roll sneak attack with a two handed weapon you can choose to reroll a number of 1s equal to your proficiency bonus. You must use the new roll even if the new roll is a 1.
Two-Weapon Fighting: Whirling Dervish
-When you engage in two-weapon fighting, you can attack twice as your attack action. Additionally you can choose to split your sneak attack damage between up to two attacks however you want (example the first attack may deal 2d6 of your sneak attack and the second attack may deal 3d6 of your sneak attack.
Unarmed Fighting: Jab and Cross
-You can now make an additional unarmed strike or improvised weapon strike when you take the attack action. Additionally attacks with improvised weapons now deal minimum 1d6 damage when held in one hand and 1d8 when held in two hands.
It's Not a Weapon
Starting at 13th level, your weapons can be hidden in plain sight as they can be anything. You gain a bonus +10 to Sleight of Hand checks to conceal a weapon of any type, in order to gain this bonus you must spend 5 minutes disguising it as something not immediately recognizable as a weapon. Additionally as a bonus action you may conceal your intentions, objects, or yourself with ease given a short time uninterrupted, by spending 5 minutes you may add a +5 to Deception, Sleight of Hand, or Stealth checks.
Impossible Warfare
At 17th level, the sheer creativity and the improbability of your attacks defies all logic or reason with strikes seeming to come from impossible directions or weapons appearing where they weren’t a moment ago. Your attacks score a critical hit on a roll of 19 or 20 when attacking with weapon your fighting style applies to and when you critically hit a creature is surprised until the end of your next turn.
Previous Versions
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7/7/2025 12:48:23 PM
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