Rogue
Base Class: Rogue

A Counter Foil doesn’t fight fair—because fair fights are for fools.

These daring rogues are masters of misdirection, duelists who transform the chaos of combat into a stage for their brutal, stylish reprisals. With a confident grin and a flourish of steel, they adopt a distinctive Counter Stance, locking themselves into place like a coiled spring waiting to strike. When enemies lash out, the Counter Foil is already two steps ahead—twisting blades aside, throwing sand in their eyes, tripping feet, and redirecting attacks with cruel precision.

Their combat style is a dance of feints and counters, powered not just by agility, but by force of personality. They rely on Dexterity and Charisma, thriving in the spotlight and daring their foes to bring the fight to them.

Whether you're blinding a foe with a well-timed taunt, disarming an opponent mid-swing, or striking with theatrical flourish in response to a poor fool’s aggression, the Counter Foil always has the last laugh—and the last blow.

Counter Stance

With a show of bravado and a flick of your blade, you shift into a poised and theatrical defensive stance—one that demands attention. Entering Counter Stance is not just a combat decision, it's a performance: precise, powerful, and deliberately provoking.

As an action (or bonus action starting at level 9), you lock yourself into place, gaining the following benefits until the start of your next turn:

  • Your Armor Class increases by your Dexterity modifier (minimum +1), as you parry and bait with agile precision.

  • Your movement speed becomes 0, and you cannot take actions, only reactions.

  • You gain one additional reaction, which may only be used to trigger Dirty Tricks—your signature counterattacks.

  • You can use this stance 3 times per short or long rest, consuming one Counter Stance stack each time. You gain +1 Counter Stance stacks at levels 5, 9, 13, and 17.

Upon entering the stance, all hostile creatures within 15 feet of you that can see or hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier)
On a failure, a creature is taunted until the start of your next turn:

  • It has disadvantage on attack rolls against creatures other than you.

  • It cannot willingly move more than 15 feet away from you.

With enemies focused and off-balance, you seize the moment to twist their aggression into your greatest advantage.

Noble Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

You can also use your Sneak Attack off of your reaction; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are under the effects of Counter Stance, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Level 3: Dirty Tricks

Every Counter Foil rogue knows: if you can't fight fair, make it unforgettable.

Dirty Tricks are your signature counterattacks—flamboyant, disruptive, and humiliating. Delivered in response to enemy aggression, each Dirty Trick turns your opponent’s boldness into their downfall. Whether you're tossing sand in their eyes, knocking them off their feet, or switching places like a dueling phantom, your flair for chaos leaves enemies shaken and exposed.

When a creature within 5 feet of you makes a melee attack against you while you’re in Counter Stance, you may use your reaction to perform a Dirty Trick.

If your counterattack hits, the target takes an additional 1d6 damage (increasing to 2d6 at level 9, and 3d6 at level 17) and must succeed on a saving throw to resist the effect of your chosen trick.

  • Save DC = 8 + your proficiency bonus + your Charisma modifier

  • You learn 3 Dirty Tricks at 3rd level, and gain one additional trick at 9th, 13th, and 17th level

Available Dirty Tricks:

Blinding Flourish (Constitution Save)

Cheap Shot (Strength Save)

Mocking Wit (Wisdom Save)

Flick of the Wrist (Dexterity Save)

Cloak Sweep (Strength Save)

Turnabout Trick (Dexterity Save)

Blinding Flourish

You lash out with dust, a mirrored surface, or a blinding flourish.
The target must make a Constitution saving throw. On a failure, they are blinded until the start of your next turn.
(DC = 8 + your proficiency bonus + your Charisma modifier)

Cheap Shot

A well-placed kick or sweep knocks your enemy off balance.
The target must make a Strength saving throw. On a failure, they are knocked prone.
(DC = 8 + your proficiency bonus + your Charisma modifier)

Cloak Sweep

You twist your body or spin your cloak, striking with momentum.
The target must make a Strength saving throw. On a failure, they are pushed 10 feet away from you in a direction of your choice.
(DC = 8 + your proficiency bonus + your Charisma modifier)

Flick of the Wrist

With a flick, hook, or pommel strike, you loosen your opponent’s grip.
The target must make a Strength saving throw. On a failure, they drop one held item or weapon of your choice.
(DC = 8 + your proficiency bonus + your Charisma modifier)

Mocking Wit

You spit out a devastating quip or insult that shatters their confidence.
The target must make a Wisdom saving throw. On a failure, they have disadvantage on their next attack roll before the end of their next turn.
(DC = 8 + your proficiency bonus + your Charisma modifier)

Turnabout Trick

With a sudden sidestep or spin, you switch places with your foe.
The target must make a Dexterity saving throw. On a failure, you and the attacker instantly swap positions. This movement does not provoke opportunity attacks.
(DC = 8 + your proficiency bonus + your Charisma modifier)

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

You can now enter Counter Stance as a bonus action instead of an action.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

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