Rogue
Base Class: Rogue

You concentrate your training on the mastery of the blade, blending speed, grace, and charisma seamlessly. Unlike some warriors who rely on brute strength and heavy armor, your fighting style resembles an artful performance. This archetype is often embodied by duelists and pirates.

A Duelist thrives in one-on-one combat, skillfully wielding two weapons while adeptly evading opponents.

Level 3: Master Footwork

At level 3 you learn how to land a strike and then slip away without attacks of opportunity. If you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

 

Level 3: Rakish Confidence

At level 3 your confidence propels you into battle. You can your Charisma modifier to your initiative rolls.

You also 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.

Level 9: Rougish Flair

By level 9 your charm becomes exceptional. As an action, you can make a 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 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 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.

Level 13: Finesse

At 13th level, you can use a bonus action to gain advantage on the next Acrobatics or Athletics check you make during the same turn.

Level 17: Master Fencer

At 17th level, you turn failure into success in combat. If you miss with an attack, 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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