Rogue
Base Class: Rogue

The hooded executioners painstakingly drags his blade across the floor, sparks across the cobblestones as a crowd swings curses his way. He retreats from this thankless job and sharpens his axe for tomorrow, another life to take.

In disagreements of court and matters of honor, nobility will call upon the duelist and point her pistol towards the offending party… yet whether she fires matters not, for her presence spoke where words failed.

Sailing across the seas, the armada captain readies his sword for raiders along the coasts. His gun-arm poised and his techniques as polished as his medals.

Different lives lived, different cultures observed. Yet amongst them all is something that unites them, a belief, a way of honor. Justice.

Long Arm of the Law

Starting when you pick this archetype at 3rd level, you gain proficiency in History checks and a vehicle of your choosing. Additionally you may use Charisma in place of Intelligence when you make a History check, this reflects your knowledge of law being shown through your lifestyle. You also carry with you proof of your status as someone devoted to justice, whether an easily identifiable badge, an executioners hood, a duelists hat, or similar attire. While you wear your proof of status, you have advantage on social checks made against lawful creatures and you're treated as a trusted member of the law until given reason otherwise.

Finally to reflect your own practical experience with arrests, Manacles and Chains are changed to reflect the following text.

Chain. As an action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on an Athletics check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful Acrobatics check as an action. Bursting the Chain requires a successful Athletics check as an action.

Manacles. As an action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a Sleight of Hand check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful Sleight of Hand check as an action. Bursting them requires a successful Athletics check as an action.

Each set of Manacles comes with a key. Without the key, a creature can use Thieves’ Tools to pick the Manacles’ lock with a successful Sleight of Hand check.

Certain features of this class reference forcing creatures to make saving throws. This uses your Justiciar DC which is calculated as (8 + your proficiency bonus + your charisma modifier).
Additionally abilities that require you to make a check of some kind use (your level + your proficiency bonus) as the DC.

Vehicles (Land)

You gain proficiency in Vehicles (Land)

Vehicles (Space)

You gain proficiency in Vehicles (Space)

Vehicles (Water)

You gain proficiency in Vehicles (Water)

The Last Word

Additionally when you gain this archetype, your style of fighting is transformed into one meant for dueling. You gain proficiency in Firearms and the ability to wield a one handed weapon in one hand with a Firearm in the other without penalty; you may add your ability modifier to attacks made with your offhanded weapon in this way and drawing or stowing either your firearm or melee weapon may be done as part of the attack action rather than as an object interaction. Whenever you perform a cunning action, you may additionally make one firearm attack.

Finally to reflect your mastery of the weapons of a Justiciar, you may select two techniques from the options presented below. To use a technique, you must expend a Duelist Die from your pool (this is represented by a d6, of which you have an amount equal to half your rogue level, these die replenish after a long rest.) Passive effects you always benefit from and they do not require a Duelist Die unless stated otherwise in the text. You may change one selected technique whenever you gain a level in this class, and gain an additional technique at 6th, 10th, 14th and 18th level in this class. Techniques can only be used with a firearm in one hand and a melee weapon in the other, unless they require a mundane piece of adventuring gear or specify otherwise.

(Passive) Duelist Shot

You're trained in techniques to use firearms efficiently in duels. Whenever you would use your reaction to make an attack with your firearm, you may make an additional attack as part of that reaction. Creatures within 5 ft. of you no longer cause you to attack at disadvantage when you make a ranged weapons attack, and you may now make attacks of opportunity with your firearm as if it was a melee weapon attack with a range of 10 feet. Finally, you ignore the loading property of firearms.

(Passive) Poursuivante

Through your training, you've developed ways to pursue endlessly. Whenever you make an Investigation, Perception or Survival check for the purpose of tracking a creature you may additionally add 1d6 to the roll. Whenever you expend a Duelist Die after a creature is defeated for the duration of the encounter, you gain a +1 bonus to attack and damage rolls (maximum of proficiency bonus). A defeated creature only adds to your bonus a single time before another one must be defeated to be eligible for this bonus. If you would be subject to an effect that inflicts Exhaustion, you may expend a Duelist Die to be immune to that instance of the effect.

Additionally as a reaction when you would take forced movement, you may plant your weapon into the ground and instead halt this movement.

(Passive) Shadowhunter

You're trained in ways to prepare to hunt those that lurk in the shadows. Once per turn as part of movement while in possession of a hunting trap, you may immediately set it as if you had used your action to do so. Additionally hunting traps you set now use your Justiciar DC and ignore allied creatures. On your turn, you may immediately free any creature caught in your traps of your choosing if they are within 5 ft. of you.

(Passive) Venerable Executor

You're trained in the techniques employed by executioners of old. You gain proficiency in all melee weapons and may now wield a two-handed melee weapon instead of a one handed weapon + firearm to benefit from the other abilities provided by The Last Word. If an ability requires or offers the chance to use a firearm, you ignore it and instead may move 5 ft. in a direction of your choosing. Finally, when you attack with a two-handed weapon that deals slashing or bludgeoning damage, you may choose to instead deal bludgeoning or slashing damage.

Blue Wick

You're trained in ways to keep fighting past what your natural vitality would allow. When you would roll Sneak Attack damage on a creature, you may additionally expend a Duelist Die to gain temporary hit points equal to your Rogue level plus the roll on the Duelist Die.

Candelit Deflection

You're trained in ways to thwart ambush and redirect difficult attacks. When you would be surprised, you may still use your reactions. Additionally as a reaction to a creature being targeted by a ranged attack by a creature within range of your firearm or when they would be attacked while surprised by a creature within range of your firearm, you may expend a Duelist Die to make an attack with your firearm at the triggering attacker. This attack does no damage, but reduces the damage of the triggering attack by an amount equal to the damage rolled and pushes the target back an amount equal to the roll of the Duelist Die times your proficiency bonus.

Corps a Corps

You're trained in maneuvers bodyguards would often take to protect their charges from harm. As part of movement, you may expend a Duelist Die to enter another creatures space within 5 ft. of you. The creature who had their space entered must then succeed on an Intelligence saving throw or be shoved 10 ft. in a direction of your choosing and be restrained until the start of their turn. Alternatively this may be done without expending a Duelist Die if the space you enter is of a creature that was reduced to 0 hit points within 5 ft. of you. Creatures may choose to willingly fail this save. On a successful save you instead fail to enter the creatures space.

Curtain Call

You're trained in brutal executions intended to make an example to others. Before you make an attack with a melee weapon, you may expend a Duelist Die to deal minimum damage with this attack. If this attack then reduces a creature to 0 hit points, you immediately behead the creature and any hostile creatures allied to the target within 30 ft. them must succeed on a Wisdom saving throw or be frightened of you for the next minute. A frightened creature may repeat this saving throw at the end of each of their turns, ending the effect on a success. If you target a frightened creature with this ability, instead of dealing the minimum damage you roll a critical hit on a roll of 19 or 20 on the attack roll.

Dance of the Nightingale

You're trained in ways to avoid danger and injure your opponents. As a bonus action, you may expend a Duelist Die to take the dodge action until the start of your next turn. Whenever a creature would miss you while you're dodging with this action, you may immediately move 5 ft. in any direction and make an attack with a melee weapon or firearm that has a bonus to hit equal to the rolled amount on the Duelist Die.

Deceitful Footwork

You're trained in ways to pierce defenses and thwart carefully laid traps. When you would roll Sneak Attack damage on a creature, you may additionally expend a Duelist Die to befuddle the creature with your confusing way of fighting. Until the end of the target's next turn, they can't take reactions.

Elegant Cleave

You're trained in ways to clear crowds with your blade. As an action, you may expend a Duelist Die and add the rolled amount to your damage rolls with melee weapons for this turn, you may then choose to reduce your attack bonus by x to make x additional attacks in a 15 ft. arc at disadvantage up to half your proficiency bonus; Sneak Attack is applicable on these attacks as if you were attacking without disadvantage but otherwise is still limited to once per turn. If you Sneak Attack on one of these attacks, you may reduce the die count of Sneak Attack to increase your movement speed by 5 ft. for every die reduced until the start of your next turn.

Fleche

You're trained in ways to accentuate the power of your firearms through precision. Before you make an attack with your firearm against a creature who has not yet moved this round, you may expend a Duelist Die to empower the next attack. You add an additional die count to the firearm and on a successful hit you reduce the targets AC by the number rolled on the Duelist Die until the start of their turn.

Guillotine

You're trained in swift maneuvers with heavy weapons aimed to behead your opponents. When you trip a target while wielding a two-handed weapon, you may expend a Duelist Die as a reaction to immediately follow up with a brutal strike downward, forcing the target to make a contested Athletics check or take damage from your weapon as if you had hit and the target is vulnerable to the attack. If Sneak Attack damage is done in this way, the target is not vulnerable to this damage.

Merci

You're trained in techniques made to quell small rebellions. As part of movement, you may expend a Duelist Die to suddenly dash in a straight line by the rolled amount times your proficiency bonus (rounded up or down by 5); if this movement would put you within 5 ft. of a hostile creature for the first time then you may make an attack with your firearm or melee weapon. If this attack reduces a creature to 0 hit points, you immediately move in a straight line by the previously rolled distance and repeat this action without expending another Duelist Die.

Riposte

You're trained in ways to always keep the pressure up, even when on the defensive. When an attack misses you, as a reaction you can expend a Duelist Die to slip away from the triggering target, being pushed backward 5 x the number rolled on the Duelist Die. You enter a guard in which your next attack has double its normal amount of range, and you make attacks of opportunity against targets that enter your attack range for free up to a number of times equal to half your proficiency bonus. If this is done with a Firearm, then instead you may make the attack whenever you please as long as the target is within 30 ft. of you. When this enhanced attack is made with a melee weapon, you dash within 5 ft. of the target and force it to make a Strength saving throw or suffer an effect based on your weapon damage type referencing the table below;

Bludgeoning. The target is shoved 10 ft. in a direction of your choosing. If the target hits a wall or another creature as a result of this, they take 10 force damage.

Piercing. The target has their organs pierced until the end of their next turn. When the target attempts to take an action, bonus action or reaction, they must succeed on a DC 13 Constitution saving throw or waste that action squriming in pain.

Slashing. The target gains a grievous wound until the end of their next turn. For the duration, the target is resistant to all forms of healing and when they take slashing damage from another source, they take an additional 1d6 slashing damage.

If this enhanced attack is ranged instead you deal an additional damage die for every 10 ft. closer than 30 ft. the target is when you make the attack.

Roar of the Songbird

Through your rigorous training, you've manifested the will to fight even when death would take you. When you would be reduced to 0 hit points and have unspent Duelist Die remaining, you may expend up to 3 of them and gain temporary hit points equal to the rolled amount. You roll 3d6 for each Duelist Die expended, then release a torrent of steel around you, each creature within 30 feet of you must make a Dexterity saving throw; on a failed save taking thunder or piercing damage equal to the total you rolled. While you have these temporary hit points, you are immune to the unconscious condition. If you are healed while you have these temporary hit points, they are immediately lost.

Rondo Promenade

You're trained in ways to accentuate safe movement from ally to ally. As a reaction to a turn starting or ending, you may expend a Duelist Die and issue a command to two friendly creatures that can hear you within 60 ft. of you; these creatures then may move up to their movement speed which does not provoke attacks of opportunity. A single creature may be targeted in the path of the movement to make a Dexterity saving throw or take your Sneak Attack plus Duelist Die roll in thunder damage, or half as much on a success. The creatures ordered to move both gain an additional 10 ft. of movement until the end of their next turn.

Tirer

Through skill in firearms developed after rigorous training, you have the ability to calculate the path of your bullets in advance. When you would make an attack with a firearm while in possession of a Mirror or near a reflective surface, you may expend a Duelist Die beforehand to calculate the path. If this attack would then miss, the bullet instead is deflected from a point originating from the original target in a straight line a number of feet equal to the number rolled on the Duelist Die x 10. You may expend an additional Duelist Die to create additional lines after the first is created, these lines must connect with one another at at least one point each. Creatures caught within the path of your bullet have an attack with your firearm made against them at advantage.

Tempered by the Sword

Starting at 9th level, your prowess in duels and decisiveness has developed into further cunning actions for you to take. You gain the following Cunning Actions as bonus actions from the list below as an extension of your Cunning Action feature;

Challenge. You issue a challenge to a creature within 10 ft. of you that you can see. The target must make an Insight check contested by your Performance roll, on a failure the creature is marked by Duel for the next minute. You can use your sneak attack on a creature marked by Duel even when there's no allies within 5 ft. of the creature, and if a creature marked by Duel damages an ally for the first time on a turn, you replenish one Duelist Die. Only one creature may be marked by Duel at a time.

Flourish. You flourish one of the weapons in your hand, adding a +1 bonus to the next attack and damage roll it makes. The weapon is considered magical for this next attack only.

Reload. You immediately reload a firearm in your hand.

Cunning Strikes

You've developed cunning ways to use your Sneak Attack. Starting at 13th level, when you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Trip effect, remove 1d6 from the Sneak Attack's damage before rolling.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Legend of the Land

Upon reaching 17th level in this class, your tale, your story, your own life have become a symbol. A legend. The proof of status you carry with you is now a symbol of yourself, and when displayed visibly you gain access to a unique resource named Renown. You have an amount of Renown equal to your proficiency bonus and it starts out empty; 1 Renown is gained whenever you deal Sneak Attack damage or as an action. Renown gives an additional 5 ft. of movement speed for every amount currently owned and at certain counts you gain unique bonuses or actions.

Upon reaching 3 Renown, you may choose on your turn to begin to deliver a speech both to enemies and allies establishing your presence, which you must concentrate on (as if concentrating on a spell) until the start of your next turn, where it is then completed. Upon completing your speech, all allies that heard it gain advantage on all rolls and all enemies gain disadvantage on all rolls. The effects of this speech last until the end of the affected creatures turn. You can't use this feature again until you finish a long rest.

As an action while possessing 6 Renown, you may select a creature with an Intelligence higher than 3 that can see your proof of status; the target must make a Wisdom saving throw contested against an Intimidation check from you. On a failure, the creature is unnerved by you; gaining a -1 penalty to ability checks, attack rolls and saving throws for the next minute. If you use this ability on an applicable creature that is currently frightened or unnerved, you instead consume all stacks of Renown and attempt to force them into a pacified state as you flash your proof of status. The creature makes the saving throw against this ability as normal, but on a failure is instead Pacified for the next hour or until damaged. A pacified creature can't attack, cast a spell that affects an enemy, or deal damage to another creature.

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