Base Class: Rogue
NimbleWright's Grasp. When you choose this archetype at 3rd level, you gain Expertise in Acrobatics & can use Acrobatics in place of Athletics for Grappling checks.
Provocation of the Shadows. Staring at 3rd level, Whenever you deal sneak attack damage to a creature you are grappling with a melee attack, you can force the creature suffer disadvantage on all attacks not made against you until the end of its next turn. Additionally, the next attack against the creature not made by you has advantage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Slink into the Shadows. Starting at 9th level, During the first round of combat, you are able to grapple any 1 or 2 creatures that haven't taken a turn yet as a free action. During this first round, you are able to move creatures without any impairment to movement speed. You are also able to make 2 attacks against any creature that you have grappled as a result of this effect (sneak attack still only applies once). Also during this first turn if you choose to take the Hide action, You are considered hidden without a stealth check. (Unless target has truesight, blindsight or something similar) You gain the benefits of Half Cover while grappling targets.
Disappearance in Darkness. Starting at 13th level, you learned sometimes angering everything you see is not the safest act. So you've now learned the little bit of magic to help get you out of, or into, those nasty situations. As a bonus action, you disappear in a puff of smoke and gain the benefits of the invisibility spell until the start of your next turn. You can use this feature a number times equal to half your proficiency bonus. Your regain all expended uses after you finish a long rest.
Frightening Grasp. Starting at 13th level, When you grapple a creature, you can choose to inflict them with fear. You can force a creature you are currently grappling to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your charisma modifier. This takes no action. On a fail, they are frightened of you and any allies within 30 feet for one minute. They can repeat the saving throw when an ally enters within 5 feet of the creature or inflicts damage upon it. Once you use this feature, you cannot use it again until you roll initiative.
Brutal Flourishes. Starting at 13th level, the fear of death others feel is what make you so dangerous. You can now turn that into a weapon of your own. Whenever you drop a creature that is frightened of you to zero hit points with a weapon attack, As a bonus action you can roll sneak attack damage and deal half as much damage to another creature within 30 ft that can see you. You can use this feature a number of times equal to your Dexterity modifier per long rest.
Diversion of Attention. Starting at 17th level, you can use your reaction to alert creatures within 60 feet to their ally's disappearance.This feature only works when you have grappled a creature and they are heavily obscured or you are in stealth. This does not tell enemies where you are, but will only alert them that the creature you abducted is gone. The first attack on each of your ally's next turns have advantage against any of these creatures. If you stay unnoticed for another round after using the reaction to impose Diversion, you can get 2 applications of sneak attack on the creature you disappeared with. You can use this feature a # of times equal to Half Proficiency Bonus per Long Rest.
NimbleWright's Grasp
NimbleWright's Grasp - When you choose this archetype at 3rd level, you gain Expertise in Acrobatics & can use Acrobatics in place of Athletics for Grappling checks.
Provocation of the Shadows
Provocation of the Shadows. Staring at 3rd level, Whenever you deal sneak attack damage to a creature you are grappling with a melee attack, you can force the creature suffer disadvantage on all attacks not made against you until the end of its next turn. Additionally, the next attack against the creature not made by you has advantage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Slink into the Shadows.
Slink into the Shadows. Starting at 9th level, During the first round of combat, you are able to grapple any 1 or 2 creatures that haven't taken a turn yet as a free action. During this first round, you are able to move creatures without any impairment to movement speed. You are also able to make 2 attacks against any creature that you have grappled as a result of this effect (sneak attack still only applies once). Also during this first turn if you choose to take the Hide action, You are considered hidden without a stealth check. (Unless target has truesight, blindsight or something similar) You gain the benefits of Half Cover while grappling targets.
Disappearance into Darkness
Disappearance in Darkness. Starting at 9th level, you learned sometimes angering everything you see is not the safest act. So you've now learned the little bit of magic to help get you out of, or into, those nasty situations. As a bonus action, you disappear in a puff of smoke and gain the benefits of the invisibility spell until the start of your next turn. You can use this feature a number times equal to half your proficiency bonus. Your regain all expended uses after you finish a long rest.
Frightening Grasp
Frightening Grasp. Starting at 13th level, When you grapple a creature, you can choose to inflict them with fear. You can force a creature you are currently grappling to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your charisma modifier. This takes no action. On a fail, they are frightened of you and any allies within 30 feet for one minute. They can repeat the saving throw when an ally enters within 5 feet of the creature or inflicts damage upon it. Once you use this feature, you cannot use it again until you roll initiative.
Brutal Flourishes
Starting at 13th level, the fear of death others feel is what make you so dangerous. You can now turn that into a weapon of your own. Whenever you drop a creature that is frightened of you to zero hit points with a weapon attack, As a bonus action you can roll sneak attack damage and deal half as much damage to another creature within 30 ft that can see you. You can use this feature a number of times equal to your Dexterity modifier per long rest.
Diversion of Attention
Diversion of Attention. Starting at 17th level, you can use your reaction to alert creatures within 60 feet to their ally's disappearance.This feature only works when you have grappled a creature and they are heavily obscured or you are in stealth. This does not tell enemies where you are, but will only alert them that the creature you abducted is gone. The first attack on each of your ally's next turns have advantage against any of these creatures. If you stay unnoticed for another round after using the reaction to impose Diversion, you can get 2 applications of sneak attack on the creature you disappeared with. You can use this feature a # of times equal to Half Proficiency Bonus per Long Rest.
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