Rogue
Base Class: Rogue

You have spent your roguish lifestyle wrapped in a cloak. The ones who wish to put this cloak to better use follow this archetype, usually for duels or those who wish to keep the presence of their deadly blade hidden until the last moment before they strike. Your cloak becomes an extension of your arm, distracting, taunting, and confusing your foes until they find the point of your blade in their side.

Moving Shield

When you choose this archetype at 3rd level, you acquire a cloak (this can be swapped out for any cloak or robe, including magical ones). You may use a bonus action to spin your cloak in a constant circle, gain a +1 to your AC while holding your cloak in one of your hands (the cloak cannot be donned), this lasts until the start of your next turn, until stopped (as a free action), or by using the cloak for another action.

Your cloak has the light and finesse properties. You also gain proficiency with any attack rolls made with this cloak; however it is not counted as a weapon (for the purposes of the Duel Wielder feat, Two-Weapon Fighting and other similar features) and it deals no damage. Your cloak can be worn as a regular cloak, however while it is donned, it is not being held in your hand, and therefore you cannot wield it effectively. It can be donned with 1 action, or doffed as a bonus action.

Your cloak has a DC which is used for features later in the archetype, the DC is calculated as follows:

8 + your proficiency bonus + your Dexterity modifier

Hidden Blade

Starting at level 3, you pair your cloak with your blade. You may use a bonus action to make a melee attack with your cloak against a creature within 5 feet (this removes the benefits from Moving Shield).

If the attack hits, you gain advantage on your next attack against the target creature.

Wool Over Eyes

Starting at 9th level, while your cloak is in one of your hands, you may use an action to throw your cloak over the head or obscure the eyes of a creature within 10 feet of you (this removes the benefits from Moving Shield). The creature must succeed a Dexterity saving throw against your cloak DC to resist this effect, on a failed save the creature suffers from the Blinded condition until the cloak is removed as an action. If the creature succeeds the saving throw, or the cloak is removed on a following turn, the cloak falls idly on the ground and can be picked up with a bonus action.

Wrapped Up

By 13th level, your skills with your cloak are practically unrivalled. Whilst under the benefits of the Moving Shield feature, and an melee attack misses you, you can use your reaction to attempt to grapple and eventually disarm (if the creature has a melee weapon) the creature attacking you. This removes the benefits from Moving Shield.

The creature must succeed a Strength or Dexterity saving throw against your cloak DC to try to resist the grapple, upon a success they are not grappled. If they fail, they are grappled. If an opponent is grappled in this way, and has a melee weapon, you may use your action on your following turn to attempt to disarm the creature with your cloak: using a Dexterity (Sleight of Hand) check contested by the creatures either Strength (Athletics) check or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the creature is disarmed, and you have their weapon tangled up in your cloak. If you fail, the creature is not disarmed. Either way, this ends the grapple.

Ebb and Flow

When you reach 17th level, your cloak moves like it is one with you, benefitting you as much as a knight's shield. The AC bonus granted by your Moving Shield feature increases to a total of +2.

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