Base Class: Rogue
Grandmasters approach combat as a game of strategy. They observe the battlefield, anticipate their opponents’ actions, and manipulate the flow of battle to ensure that every move serves a greater plan.
Level 3: All According to Plan
Press the Advantage
When a creature you can see within 30 feet of you fails an attack roll, saving throw, or ability check, you can use your Reaction to move up to your speed without provoking opportunity attacks from that creature. You can then make one weapon attack against the triggering creature with Advantage.
Sacrificial Pawn
When a creature you can see within 30 feet of you succeeds on an attack roll, saving throw, or ability check, you can use your Reaction to move up to half your speed without provoking opportunity attacks from that creature. You can then make one weapon attack against the triggering creature.
Level 3: Tempo
At the start of your turn, you can choose to end your turn immediately. If you do, choose one ally you can see within 30 feet of you. That ally immediately takes a full extra turn. This extra turn does not replace or alter the ally’s normal turn in the initiative order.
When you end your turn this way, your maximum number of Reactions increases to two until the end of combat.
At 13th level, your maximum number of Reactions increases to three. At 17th level, your maximum number of Reactions increases to four.
Level 3: Calculated Adaptation
When you make an ability check, you can choose to use this feature before rolling the d20. You make the check as an Intelligence (Investigation) check instead of using the ability and skill normally associated with it.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
Level 9: Analyze Weakness
As an action, choose one creature you can see within 30 feet of yourself. Make an Intelligence (Investigation) check contested by the creature’s Charisma (Deception) check.
On a success, the creature becomes Analyzed by you. A creature remains Analyzed until the additional damage from this feature is dealt, you successfully analyze another creature, or you finish a Long Rest.
The next time you or a creature friendly to you hits the Analyzed creature with an attack, that attack deals additional damage equal to one roll of your Sneak Attack dice. The additional damage is the same type as the attack’s damage. The creature then ceases to be Analyzed.
When you attempt to analyze a creature, you also learn information about it based on the result of the contested check:
- On a success, choose two pieces of information from the list below.
- On a failure, the DM chooses one piece of information from the list below.
The available information is:
- Its Armor Class.
- Its lowest saving throw.
- Its damage resistances.
- Its damage vulnerabilities.
- Its damage immunities.
- Its condition immunities.
You can’t attempt to analyze the same creature again until the start of your next turn.
Level 13: Exploit the Opening
When you hit a creature with an attack made using Press the Advantage or Sacrificial Pawn, choose one ally you can see within 60 feet of you. The next attack roll that ally makes against the triggering creature before the end of your next turn has Advantage.
Level 17: Checkmate
When you hit a creature with an attack made using Press the Advantage or Sacrificial Pawn, you can declare Checkmate. You then choose one of the following effects:
Overwhelm the Board
Choose any number of creatures you can see within 30 feet of you, other than the creature hit by the triggering attack. Make one secondary attack against each chosen creature.
Each secondary attack uses the same attack roll and damage roll as the triggering attack.
A creature can be targeted by this feature only once, and these attacks can’t benefit from Sneak Attack.
Corner the King
The triggering attack deals the maximum possible amount of damage instead of requiring you to roll its damage.
Additionally, the next saving throw that creature makes before the end of your next turn treats the d20 roll as a 9.
Once you use Checkmate, you can’t use it again until you finish a short or long rest.
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