Base Class: Rogue
Split-mind rogue's are crazed combatants, who mix lightning-quick footwork with unpredictable fighting styles. They work off of the theory of "if you don't know what you are doing, neither does your opponent." As such, they assume different combat stances and use new weapons on instinct, their mind racing to keep up with the approach their muscle memory decides to take in a fight.
Quick Weapon Training
When you acquire this subclass at level 3, you gain proficiency with all simple and martial weapons, as well as shields.
Additionally, whenever you stow a weapon using the attack action, you may immediately draw a new weapon into the same hand.
Level 3: Variant Stances
Starting at level 3, you split your mind in an attempt to confuse your opponent more than you confuse yourself. As such, your muscle memory takes a different stance every few seconds in combat.
You cannot add your proficiency bonus to attacks made with weapons or unarmed strikes, unless described in the stances below.
While you have a shield equipped, any simple or melee martial weapon that you wield in a single hand gains the Finesse property.
At the start of each of your turns, if you have a shield equipped, roll a 1d4. Based on the result, assume one of the following stances until the start of your next turn;
1 - Piercing: You may add your proficiency bonus to any attacks made with weapons whose original damage type is piercing. You gain access to the Weapon Mastery properties of all Piercing Weapons.
2 - Bludgeoning: You may add your proficiency bonus to any attacks made with weapons whose original damage type is bludgeoning. You gain access to the Weapon Mastery properties of all Bludgeoning Weapons.
3 - Slashing: You may add your proficiency bonus to any attacks made with weapons whose original damage type is slashing. You gain access to the Weapon Mastery properties of all Slashing Weapons.
4 - Guarding: Add your proficiency bonus to your Armor Class. As an action while in this stance, you may bash a creature with your shield, forcing them to make a Constitution Saving Throw against your AC. On a failed save, they take damage equal to a roll of your Sneak Attack feature and cannot take reactions until the end of your next turn. On a successful save, they take half damage.
Split-Mind Deception
Due to your mind being split, you don't even know what's true or untrue. Starting at level 3, when you make a Deception check, you may make it a Persuasion check instead.
Level 9: Weapon Specialist
Starting at level 9, your split personalities are becoming quite skilled at wielding all of these different weapons. Each of your stances gain the following traits:
Piercing: When you deal Sneak Attack damage with a Piercing weapon on your turn, add two extra d6's to your Sneak Attack. Increase this to 3 extra dice at level 13, and 4 at level 17.
Slashing: When you deal Sneak Attack damage with a Slashing Weapon, they begin to bleed. If they do not receive any healing before the start of your next turn, they take the damage rolled on the Sneak Attack feature that triggered this bleed again, as slashing damage at the start of your next turn.
Bludgeoning: When you land a Bludgeoning weapon attack on a creature, they must make a Constitution Saving Throw against your Cunning Strike DC. On a failure, the target only makes one attack when it takes the attack action on it's next turn.
Guarding: The first time a melee attack misses you after you enter this stance, immediately make a weapon attack against the creature that missed you with that attack (no reaction required). You add your proficiency bonus to the attack roll.
Level 13: Split-Training
Starting at level 13, each stance seems to have taken on a mind of it's own, and has started to train.
When you gain this class feature, choose one Fighting Style Feature for each of your stances (Each choice must be different, and you cannot choose a Fighting Style Feature you already have from another source). While in a stance, you gain the Fighting Style Feature you chose for that stance.
Level 17: Split-Soul Attunement
Starting at level 17, your stances seem to have souls of their own to attune to weapons.
Your first attunement slot becomes a "Stance" attunement slot.
You may attune to three different magical weapons at once in your "Stance" attunement slots, as long as they are weapons that deal Bludgeoning, Piercing, and Slashing damage respectively. You must have one weapon of each of these damage type in this slot.
Normally, you are not considered attuned to any of the weapons in your Stance Slot. However, whenever you take a stance, you are automatically considered attuned to the magical weapon that matches your stance. If you take the Guarding stance, you are considered attuned to whatever weapon corresponds to your previous stance.
Previous Versions
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12/23/2025 12:46:11 AM
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