Base Class: Rogue
Daggermasters can hail from all walks of life, but what they all have in common is the focus and perseverance required to become a master of the small, unassuming blade. For you, the dagger's unique blend of versatility, utility, and lethality sets it above all other weapons. You take a grim joy in exercising your talent, approaching your foe as one approaches a fresh canvas, eager to practice your art. Your drive for perfection leads you to seek out new challenges so that you can further sharpen your skills and perhaps one day achieve true mastery of the dagger.
Meditation of the Blade
3rd-level Daggermaster feature
Countless hours of training have granted you exceptional skill with your weapon of choice. You gain the following benefits:
- When throwing a dagger, you don't gain disadvantage on ranged weapon attack rolls due to attacking at long range.
- You can draw or stow a dagger as part of the attack you make with the weapon.
- When you perform a Sneak Attack with a dagger, you can add your proficiency bonus to the damage roll. This extra damage is doubled on a critical hit.
Skilled Negotiator
3rd-level Daggermaster feature
Your demonstrations of skill with your daggers can inspire wonder... or fear. When you would make an Intimidation or Performance check, you can make a Sleight of Hand check instead if you are holding at least one dagger.
Additionally, you can treat daggers as ammunition when determining the cost of silver or adamantine coatings.
Bonded Dagger
9th-level Daggermaster feature
Your understanding of your weapons grows deeper as you learn to manipulate the magic infusing them. Over the course of 1 hour, which can be done during a short rest, you can bond with a magical dagger to gain the following benefits:
- When thrown, the dagger immediately returns to your hand after hitting or missing its target or reaching the edge of its long range.
- The dagger can be used as an equivalent to thieves' tools.
- When concealed on your person, any checks made to notice the dagger are rolled with disadvantage.
You can have up to 3 bonded daggers at a time. If you attempt to bond with a fourth dagger, you must break the bond with one of the other three.
Deflect Projectile
13th-level Daggermaster feature
With a flash of steel, you can throw a dagger to deflect a ranged attack made on you or nearby ally. When you or an ally within 30 feet would be hit by a ranged weapon attack, you can use your Reaction to reduce the damage dealt by 1d4 + your Dexterity modifier + your rogue level, providing you have a dagger to throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.
Twist the Blade
17th-level Daggermaster feature
When you roll an 18 or 19 on the d20 when attacking with a dagger, you can make the attack a critical hit. Once you use this feature, you can’t do so again until you finish a short or long rest.
Also another cool idea is to fix it a little more what is you added another special sneak attack dice the was only added when you deal damage with a dagger and it was a d4 instead of a d6 it would scale almost as goo as just adding you profieceny bonus if you added one again at 9th level and another at 13th or 17th. plus in my opinion even if the averages come out worse it is always more satisfying to roll more dice
I feel like the 17th level ability is kind of under powered i think it should be proficeincy bonus per day or a 19 is a crit and it is unlimited.
Awesome!
Maybe it could just be where bonded daggers do 1d8 + 1 and you gain the option to choose a dagger for expertise at level 1. Another thing could be where they gain proficiency in dagger - like improvised weapons or gain an ability were they can create a dagger as a part of a short rest or 2 as a part of a long rest, these daggers are made of any rocks, metal, glass, or wood. They will break on a nat 1 or 20.
Thanks for the feedback! The addition of proficiency bonus damage to Sneak Attack is intended to make up for the low damage of the dagger. +2 damage at level 3 puts it on the level of 1d8, and it just goes up from there. The other rogue subclasses tend not to add damage until level 17, so I didn't want to overdo it.
this is pretty great. but slightly underpowered, considering that daggers are some of the weakest weapons. (but most fitting for rouges) The only ways I think you could improve this subclass are: the bonded daggers have a +1 bonus to attack and damage rolls when you hold them, and an extra feature when you take this subclass that improves the damage damage damage dice of the dagger to 1d6 at 3rd level and 1d8 at 9th level.