Rogue
Base Class: Rogue

Any rogue can pick up a dagger or a shortsword to attack the most vital points, but only a weapon expert can modify their equipment to suit their needs. Either create a new weapon, enhance or diminish weapon qualities or make good armor, any of those task can be done by them. Mostly their are blacksmith that where either part of a criminal syndicate or artisans that had to resort to a roguish lifestyle.

Maker of Equipment

You gain proficiency with one of the following tools: Leatherworker's Tools, Smith's Tools, Tinker's Tools or Woodcarver's Tools

 

Weapon Modification

At 3rd level when you choose this archetype you learn how to change the properties of certain weapons to your liking. Choose one weapon and change it in the following way:

 

  • If a melee weapon has the heavy or the two handed properties, you can choose to remove one of them.

  • If a melee weapon has no heavy or two handed property, you can give it either the finesse or the light property.

  • If a melee weapon has the versatile property you can choose to remove it. If you do so, the weapon has the damage die as if it wear wielded with two hands.

  • If a ranged weapon uses ammunition, you can choose to double its normal range (not the long range).

  • If a ranged weapon has the loading property, you can remove it.

 

You can change the properties of a number of weapons equal to your Intelligence modifier (minimum of 1). A weapon can only gain one modification by this feature. You have to maintain these weapons once a day and you can do so during a short or long rest. If you do not, these weapon will lose their efficiency over time. If you maintain a weapon for one year, its properties will stay and they only need maintenance once a week.

There are certain weapon you cannot modify. Any attempt on that will just fail by the DMs discretion.

 

Equipment Knowledge

Starting at 3rd level when you use a weapon that you have used your Weapon Modification feature on, you gain a +1 to either attack or damage rolls made with it (you choose which one when you modify the weapon). If the weapon you use already has a bonus to attack and / or damage, you can add them together to a maximum of +3 to either attack or damage.

 

If you reach 9th level in this class, the bonuses to all weapons you use increases to +1 to attack and damage rolls.

 

Extra Attack

Starting at 9th level, you can attack twice instead of once when you take the attack action. Moreover if you meet the requirements for your sneak attack feature with both attacks and hit with both attacks, you can use your sneak attack feature on both damage rolls. For the second attack you only roll half your sneak attack die (rounded down).

 

Armor Expertise

Starting at 13th level, you learn to modify heavier equipment to for your usage. You gain proficiency with medium armor. When you wear medium armor, you can add twice the dexterity modifier you could normally add to the AC that the armor is providing. For example if you wear a breast plate armor, that would normally allow you to add a maximum dexterity modifier of +2, you can add a maximum dexterity modifier of +4 instead.

If an armor gives you disadvantage on dexterity (stealth) checks, you do not gain the benefits of this feature.

 

Master of Arms

Starting at 17th level, you have mastered the usage of your self made equipment. When you use a weapon, that you have used your Weapon Modification Feature on and deal damage with your sneak attack feature with, every 1 you roll on the sneak attack die is considered a 2.

 

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