Rogue
Base Class: Rogue

“Many boasted ‘bout ‘ow fast ‘ey were. I said to ‘em, “You may be fast, but it ain’t gonna  miss”.”
-Willy Leonard, The ‘Merciless’ Peacekeeper for the town of Machination

The Duelist is a combat specialist that has spent many years of their life perfecting the art of archery. Focusing their training on finesse, the duelist can effortlessly perform complex feats of weapon prowess in the heat of battle.

Rules of Dueling
There are not always rules in a duel. If, for example, dueling is prohibited by law it may very well be the case that only a few rules survive. These surviving rules may be no than courtesies based on the traditions of the past. So before you slap someone across the face with your finest glove, you may want to consult your DM about how dueling is handled in their world.
What follows are two lists designed to inspire or provide DMs with a starting point for conducting duels.

Rules from the Codex of Duelo
1. Demand satisfaction; issue a challenge to duel.
2. The principal parties are to acquire secondary parties to enter negotiations for peace on their behalf.
3. If no agreement to peace can be made, the seconds are to find an equitable time and area of ground for the duel to take place.
4. The time and place of a duel shall be as convenient as possible to surgical assistance as well as to the combatants. No duel shall be fought on a day of festival or near a place of worship.
5. The challenging party determines which conclusion is acceptable: first to bleed¹, first to fall², first to die.
6. The principals are to each have written and signed documentation regarding the cause of the duel and the agreed upon terms of the duel.
7. In combat, the principals are permitted no more than three exchanges. After each exchange the seconds are to mutually and zealously attempt a reconciliation.
8. No injured creature should be abandoned on the field of honor without first securing them proper medical attention.
9. The matter concluded, the principals of a duel are to abstain from conversation upon the offending subject.
¹
First to take damage.
²
First to surrender the fight or fall unconscious.

Common Dueling Etiquette
  The choice of weapon, if any, is entitled to the challenged party.
  The principals are to salute each other upon meeting - as a sign of civility.
  Any unexpected advantage is entitled to the challenged party.
  Seconds present the weapon to the principal in presence and full observation of each other.

Trick Shot

At 3rd level, you learn 1 Trick Shot of your choice, which are detailed below.
You learn 1 additional Trick Shot of your choice at 9th, 13th, and 17th level. Each time you gain a new Trick Shot, you must choose a Trick Shot you haven’t chosen previously.
Additionally, you gain a number of Trick Shot points equal to your Dexterity modifier (a minimum of one). To use a Trick Shot you must expend Trick Shot points. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You regain any expended Trick Shot points when you finish a long or short rest.


Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Aimed Shot

When you make a ranged weapon attack against a creature, you can expend one trick shot point to attempt to prevent your shot from missing its intended target. Choose one creature within range as your target. You gain advantage on your next attack against that target.

Crippling Shot

When you make a ranged weapon attack against a creature, you can expend one trick shot point to attempt to topple your target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Disabling Shot

When you make a ranged weapon attack against a creature, you can expend one trick shot point to attempt to temporarily disable your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of its next turn.

Disarming Shot

When you make a ranged weapon attack, you can expend one trick shot point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Kill Shot

When you make a ranged weapon attack against a creature, you can expend one or more trick shot points to increase the severity of the attack. If the attack hits, you can roll one additional weapon damage die per point spent when determining the damage.

Piercing Shot

You can expend one trick shot point to attempt to fire through multiple targets. When you hit with a ranged weapon attack against a creature, every creature in a line directly behind that target and within your first range increment must make a Dexterity saving throw. On a failed save, that creature suffers the same damage dealt to the original target.

Warning Shot

When you make a ranged weapon attack against a creature, you can expend one trick shot point to attempt to shake the resolve of that creature. Make a Charisma-Intimidation check with advantage.

Quickdraw

At 3rd level, when you draw a ranged weapon at the start of an encounter, you may choose one creature you can see within 10 feet of you. If that creature was surprised by your action or ranks lower in the initiative order than you, you may choose to have that creature make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target creature gains the frightened condition. This condition lasts for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Quickdraw for the next 24 hours.

The Quick And The Dead

At 9th level, you may add your proficiency bonus to your initiative rolls. You have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet.

Return Fire

At 13th level, when a creature misses you with a ranged attack, you can use your reaction to make a ranged weapon attack against that creature.

Hemorrhaging Wound

At 17th level, whenever you hit with a ranged weapon attack, the target suffers half of the damage from that attack at the end of its next turn.

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