Base Class: Rogue
When wars end, it is the silent blade that keeps the peace. But when wars rage, a peacekeeper's work is never done. Quick, lethal, they can win a fight before the enemy even knows they're there. Dancers of death with dual blades for dancing partners. Selected from the desperate, the humble, or the devoted. Sworn to secrecy by unbreakable oaths; what they know could destroy legends... or create them.
When you choose this subclass, you swear an unbreakable oath
You're free to make an oath to fit your setting, but regardless, your oath removes your ability to multiclass, sneak attack, and forces you to dual wield a shortsword and dagger. These weapons become an extension of your identity as a Peacekeeper. You are bound to use them exclusively in combat, unless circumstances render them unavailable or unusable.
Keeper of the Peace
3rd-level Peacekeeper feature
Your training sharpens your perception of subtle shifts in body language, tone, and expression, allowing you to discern truth from falsehood with ease.
You gain proficiency in the Insight skill. If you are already proficient in Insight, your proficiency bonus is doubled for any ability check you make with it.
Dual Wielder
3rd-level Peacekeeper feature
Years of relentless training with paired blades grants you unmatched control.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of your off-hand attack.
Bleeding Strikes
3rd-level Peacekeeper feature
Once per turn, when you have advantage on an attack roll or would otherwise apply Sneak Attack, you may forgo the normal Sneak Attack damage to instead make a number of melee dagger attacks with advantage against a single target equal to the number of Sneak Attack dice you would roll.
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Each attack deals 1d4 damage (no ability modifier).
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On a hit, each attack applies 1 level of Bleeding to the target.
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A creature can have a maximum number of Bleeding Levels equal to your Peacekeeper level.
Bleeding damage and effects apply even if the target already has existing Bleeding Levels.
Bleeding Levels
Bleeding represents cumulative blood loss and internal trauma.
At the start of each of the target’s turns, it must make a Constitution saving throw against a DC determined by the Bleeding Level.
On a failed save, the target suffers the effects of its current Bleeding Level (see Bleeding Effects Table) and takes 1d4 necrotic damage for each unnumbered Bleeding Levels it has.
Con Save DC Formula:
DC = 16 + (0.6 × Bleeding Levels), rounded to the nearest whole number.
Con Save DC Table
| BL | DC | BL | DC |
|---|---|---|---|
| 1 | 17 | 14 | 24 |
| 2 | 17 | 15 | 24 |
| 3 | 18 | 16 | 25 |
| 4 | 18 | 17 | 26 |
| 5 | 19 | 18 | 27 |
| 6 | 19 | 19 | 27 |
| 7 | 20 | 20 | 28 |
| 8 | 20 | 21 | 29 |
| 9 | 21 | 22 | 29 |
| 10 | 22 | 23 | 30 |
| 11 | 22 | 24 | 31 |
| 12 | 23 | 25 | 31 |
| 13 | 23 | 26 | 32 |
Bleeding Effects Table
| BL Threshold | Effect (while at or above this level) |
|---|---|
| 3 | Movement speed halved. |
| 5 | Disadvantage on Strength, Intelligence, and Charisma saving throws. |
| 7 | Disadvantage on ranged weapon attacks. |
| 10 | Cannot take reactions. |
| 13 | Disadvantage on all attack rolls. |
| 15 | Disadvantage on all saving throws. |
| 20 | Disadvantage on all d20 tests (attacks, saves, checks). |
| 26 | If the target fails its start-of-turn Constitution saving throw, it dies instantly. |
Medicine DC = 10 + (½ × Bleeding Levels) (rounded down) + Peacekeeper’s proficiency bonus
Medicine DC Table
| BL | Base DC | +PB at Lvl 3 (+2) | +PB at Lvl 5 (+3) | +PB at Lvl 9 (+4) | +PB at Lvl 13 (+5) | +PB at Lvl 17 (+6) |
|---|---|---|---|---|---|---|
| 1 | 10 | 12 | 13 | 14 | 15 | 16 |
| 2 | 11 | 13 | 14 | 15 | 16 | 17 |
| 3 | 11 | 13 | 14 | 15 | 16 | 17 |
| 4 | 12 | 14 | 15 | 16 | 17 | 18 |
| 5 | 12 | 14 | 15 | 16 | 17 | 18 |
| 6 | 13 | 15 | 16 | 17 | 18 | 19 |
| 7 | 13 | 15 | 16 | 17 | 18 | 19 |
| 8 | 14 | 16 | 17 | 18 | 19 | 20 |
| 9 | 14 | 16 | 17 | 18 | 19 | 20 |
| 10 | 15 | 17 | 18 | 19 | 20 | 21 |
| 11 | 15 | 17 | 18 | 19 | 20 | 21 |
| 12 | 16 | 18 | 19 | 20 | 21 | 22 |
| 13 | 16 | 18 | 19 | 20 | 21 | 22 |
| 14 | 17 | 19 | 20 | 21 | 22 | 23 |
| 15 | 17 | 19 | 20 | 21 | 22 | 23 |
| 16 | 18 | 20 | 21 | 22 | 23 | 24 |
| 17 | 18 | 20 | 21 | 22 | 23 | 24 |
| 18 | 19 | 21 | 22 | 23 | 24 | 25 |
| 19 | 19 | 21 | 22 | 23 | 24 | 25 |
| 20 | 20 | 22 | 23 | 24 | 25 | 26 |
| 21 | 20 | 22 | 23 | 24 | 25 | 26 |
| 22 | 21 | 23 | 24 | 25 | 26 | 27 |
| 23 | 21 | 23 | 24 | 25 | 26 | 27 |
| 24 | 22 | 24 | 25 | 26 | 27 | 28 |
| 25 | 22 | 24 | 25 | 26 | 27 | 28 |
| 26 | 23 | 25 | 26 | 27 | 28 | 29 |
Acrobat's Gambit
3rd-level Peacekeeper feature
With unmatched acrobatic prowess, you move with astonishing finesse on the battlefield.
As an Action, you can attempt a daring maneuver against a creature within your reach. Make a Dexterity (Acrobatics) check and compare the result to the creature’s AC. On a success:
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You may immediately use your Bleeding Strikes feature against that creature.
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You cannot provoke opportunity attacks from that creature until the end of your turn.
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You may reposition yourself or the target using the momentum of the maneuver:
3rd Level (Base) — 10 feet total movement
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Smaller creatures: Kick the target 10 feet away.
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Same size creatures: Kick the target 5 feet and move yourself 5 feet.
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Larger creatures: Move yourself 10 feet.
9th Level (Enhanced Mobility) — 15 feet total movement
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Smaller creatures: Kick the target 15 feet away.
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Same size creatures: Choose:
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Kick the target 10 feet, move yourself 5 feet.
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Kick the target 5 feet, move yourself 10 feet.
-
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Larger creatures: Move yourself 15 feet.
17th Level (Masterful Gambit) — 20 feet total movement
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Smaller creatures: Kick the target 20 feet away.
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Same size creatures: Choose:
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Kick the target 15 feet, move yourself 5 feet.
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Kick the target 10 feet, move yourself 10 feet.
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Kick the target 5 feet, move yourself 15 feet.
-
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Larger creatures: Move yourself 20 feet.
Failure: If your Acrobatics check fails, you fall prone.
Tactical Mastery
9th-level Peacekeeper feature
Tactical Insight
Your agility and battlefield intuition are second to none.
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You have Advantage on all Dexterity saving throws.
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You have Advantage on Dexterity (Acrobatics) checks.
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You have advantage on any Dexterity ability check made during combat.
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When you take the Attack action, you may replace one of your attacks with the use of your Acrobat’s Gambit feature.
Tactical Read
Your keen perception allows you to assess an opponent’s strengths and weaknesses in the heat of battle.
You have a number of Tactical Focus points equal to your Wisdom modifier (minimum 1). You regain all expended points when you finish a short or long rest.
As a bonus action, you can expend one or more Tactical Focus points and make a Wisdom (Insight) check against a DC equal to 10 + the creature’s challenge rating (minimum DC 12). On a success, you learn one of the following pieces of information for each point spent:
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Damage resistances
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Damage vulnerabilities
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Damage immunities
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Condition immunities
Feigning Strike
13th-level Peacekeeper feature
You can mislead an opponent with a sudden shift in stance, opening them up to a decisive strike.
As a bonus action while fighting with two weapons, you can feint against a creature within your reach. The next attack you make against that creature before the end of your turn has advantage. On a hit, the attack deals normal dagger damage and inflicts 1 level of bleeding, which can stack with preexisting levels.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Exsanguis Celeritas
17th-level Peacekeeper feature
You have mastered the art of striking an enemy’s most vulnerable points.
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The damage dealt by your Bleeding Strikes increases to 1d6 per hit.
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The necrotic damage a creature takes at the start of its turn from bleeding also increases to 1d6 per Bleeding Level.
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Once per turn, when you hit a creature that is currently suffering from bleeding, it takes additional necrotic damage equal to half its current Bleeding Levels (rounded up) in d6s. This damage is applied only once per turn and is not multiplied on a critical hit.
Example Extra Damage
| Bleeding Level | Extra Damage Once/Turn |
|---|---|
| 5 | 3d6 |
| 6 | 3d6 |
| 7 | 4d6 |
| 10 | 5d6 |
| 15 | 8d6 |
| 20 | 10d6 |
Previous Versions
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4/18/2025 9:22:02 PM
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