Base Class: Rogue
The Archetype of the Dark Arsenal may seem counter-intuitive, but it still focuses on rogue talents: attacking the enemy in agile bursts while dodging and disabling enemies who get too close. The Dark Arsenal rogue would be best for a character who is agile and stealthy while also retaining moderate muscle mass: an archaic definition would probably be "a buff barbarian rogue," while in reality, Dark Arsenal rogues are simply rogues who can pack more of a punch and last longer in larger battles.
Decisive Blows
Starting at 3rd level, your attacks are heavy and carry more weight with them. When performing attack rolls, add your strength modifier to your damage roll if the attack number rolled is even.
Crowd Control
Starting at 3rd level, you gain superior fighting stature when your enemies team up on you, and you can use their numbers to your advantage. If multiple enemies are targeting or attacking you, they roll with disadvantage while you roll with advantage on all saving throws.
Momentum
At 9th level, your attacks blend together and strengthen every new blow that follows. Whenever you attack opponents within 20 ft of you, add your dexterity modifier to your next damage roll.
Concussive Strike
At 13th level, you can abruptly strike an enemy in the head, greatly disorienting and damaging them. The player can follow up their attack by performing a Strength Check (d20 + Strength Modifier) against their opponent; if successful, the opponent receives bonus damage equal to the player's strength modifier and disadvantage on all attacks and saving throws until it completes a short rest.
Art of War
Upon reaching 17th level, you can reflect on how to improve your combat skills with precision and proper execution of strikes and jabs. At the beginning of combat, make an Intelligence Check (d20 + Intelligence Modifier); if successful, add your intelligence modifier as bonus damage to all of your attacks until combat ends. This ability cannot be repeated until the player completes a short rest.
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