Rogue
Base Class: Rogue

Marauders are more aggressive than any other type of rogue. Typically on the front lines of combat, you revel in the suffering of others at your hand. Seeing carnage and bloodshed is a normality for you, especially when you are causing it. You use the sight of the carnage you cause to benefit yourself and hinder your opponents. Individuals who align with the marauder archetype fall into the category of bandits and raiders.

Savage Tactics

When you choose this archetype at 3rd level, you are able to expand your arsenal to include more weaponry. Your combat prowess and brutality in fights allows you to deal devastating blows to enemies even when you are using more cumbersome weapons. You gain proficiency with two martial weapons of your choice. In addition, you are no longer limited to one-handed finesse weapons to activate your sneak attack. Any weapon you wield can activate sneak attack. Other normal rules for sneak attack still apply.

Unrelenting Aggression

Starting at 3rd level, you use your presence in combat to your advantage to turn the tide on your foes. You gain advantage on Charisma (Intimidation) checks you make when you are in combat.

Bloodbath

Starting at 9th level, you use your brutal strikes you make against your foes to invigorate yourself in combat, making you harder to kill. When you deal sneak attack damage, you can use your reaction to have half of the damage dealt to the creature from your sneak attack dice, rounded up, is returned to you as temporary hit points. These temporary hit points last for one minute or until combat ends. As always, temporary hit points do not stack with other instances.

You can use this feature a number of times equal to your proficiency bonus, and all uses recharge after a long rest.

Revel in the Carnage

At 13th level, you gain the ability to break through multiple foes due to your body being invigorated by the carnage you are causing. When you deal damage to a creature with a weapon attack, if the damage dealt to that creature would be enough to reduce its hit points to 0, you can use your reaction to invigorate yourself with the sight of the newly-fallen foe. You may move up to half your movement speed, rounded down, and make an attack roll against a creature if that creature is within weapon range of the space you ended your movement in. If that attack also reduces that creature to 0 hit points, repeat this process, but remove 5 feet of movement each time. If you do not move with this feature during each activation, you cannot make an attack against a creature, and you cannot make another attack against a creature already attacked with this feature this turn.

This feature recharges after a short or long rest.

Prowess of the Warlord

Starting at 17th level, you become an incarnate of death and savagery in combat. You can use a bonus action to activate your presence and become a warlord of destruction. You gain the following benefits for the remainder of the combat:

- Your walking speed increases by 15 feet.

- You have advantage on attacks made against creatures that have been damaged by an ally in the previous round.

- You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

- When you take the Dash action, your movement is not affected by difficult terrain.

- You have resistance to Fire, Cold, Acid, Lightning, and Thunder damage.

This ability resets after a long rest.

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