Base Class: Rogue
Use rope darts and bolas to grapple and disarm your opponents.
Bonus Proficiency
At 3rd Level, your training with martial arts has allows you to perform feats of acrobatic skill others cannot, especially while in battle.
You gain proficiency with the Acrobatics skill.
Rope Dart
Once you hit 3rd Level, you gain access to a new type of weapon, the Rope Dart. Quick and agile, the rope dart allows you to assail and grapple your foes from a distance.
Once on each of your turns, you can take the Rope Dart Attack action. It has a range of 20-ft and the target takes 1d4 + your Dexterity modifier of Piercing damage. If the attack hits, the target is grappled. The Escape DC is 8 + your proficiency bonus + your Dexterity modifier. If you have advantage on the attack, it hits your target, and the target is a medium or smaller creature, the target is pulled to within five feet of you.
Off-Hand Assault
At 3rd Level, your skill with Rope Darts allows you to make a secondary attack more easily.
The Rope Dart action counts for the primary attack in regards to Two-Weapon Fighting. If you landed a successful Rope Dart attack as your action and the target was pulled to within five feet of you, you gain advantage on a Bonus Action attack with your second weapon so long as it is either a Dagger or Shortsword.
Bolas
At 9th Level, your training with rope-based weapon continues to evolve. You become skilled in the art of using the Bolas, a thrown rope weapon with ceramic or metal balls on the ends, that is used to trip up your opponents.
Once on your turn, you can attempt to grapple your opponent as an action. Your target must make a Dexterity saving throw. If your target is surprised by you or unable to see you, such as being Blinded or being inside the area of affect of the Darkness spell, they have disadvantage on their Dexterity saving throw. When Grappled in this way, they are also Restrained and knocked Prone. As an action, either the target or another creature can attempt to free themselves from the grapple. The escape DC equals 8 + your proficiency bonus + your Dexterity modifier.
Disarming Dart
At 13th Level, your training with the Rope Dart becomes more advanced and your abilities with it grow. You've learned how to snatch your opponents weapon out of their hand.
As an action on your turn, you can attempt to Disarm your opponent. When you take the Disarming Dart Attack action, your opponent must make a Strength or Dexterity saving throw, their choice, contested by a Dexterity (Acrobatics) check from you. On a failure, they are disarmed and their weapon is pulled to your location. If they are unable to see you for any reason, they have disadvantage on their saving throw.
Rope Dart Mastery
At 17th Level, your accuracy and finesse with the Rope Dart reaches new heights. You can deal increased damage to all opponents and have learned how to grapple foes larger than yourself.
When taking the Rope Dart Attack action, you gain Sneak Attack damage, even if you don't have advantage on the roll. In addition, you are able to grapple Large size creatures with your Rope Dart attack.
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