Rogue
Base Class: Rogue

Style, poise, and the thrill of the duel. Fencers are masters of graceful swordplay. Unlike the brutish swings of a barbarian, the Fencer strikes with precision and a frightful swiftness. Although like any rogue Fencers are capable of stealth, this type of rogue prefers to be out in the open with flashy clothes and boasts of their skill in a duel. They capitalize on mistakes made by their foes, and have the skill and speed to force those mistakes countless times.

Cadence

You have learned the way of the duel. When you choose this archetype at level 3, you gain Redouble, allowing for swift follow-up swings to keep the pressure on.

After you connect with an attack, you may use Redouble as a bonus action to make two rapid follow up attacks. Damage rolls made through Redouble are halved and Redouble can only be used with Finesse weapons. Redouble can be used 3 times per long rest. You also regain one use of Redouble when you finish a short rest.

You also gain proficiency with the disguise kit.

Parry

Starting at 3rd level, the skilled fighting style of the art of fencing has taught you to force open mistakes and strike back against your foes.

Whenever a creature misses an attack roll against you, you may use your Reaction to make an attack roll against that creature. 

Fighting Stance

Starting at 3th level, when initiative is rolled, you may choose to activate “En garde!” or “Have at thee!”. Using either ability requires removing 5 points from your initiative roll. If you chose “En garde!”, the first attack against you has disadvantage. If you chose “Have at thee!”, your first attack has advantage.

Lethal Parry

Starting at 9th level, your skill at fencing has come to a level that a mistake made by your opponent is often their last. Whenever you use your Reaction to make a Parry attack, you may apply your Sneak Attack to the attack’s damage.

Feint

Starting at 13th level, when initiative is rolled, you may choose to Feint. This involves causing a distraction, such as tossing your hat in the air, making a loud noise, etc.

When you Feint, you may choose a number of creatures that you can see equal to your Charisma modifier (minimum one). Those creatures chosen roll for initiative with disadvantage, slowed by the distraction of your antics. You may use Feint once per long rest.

Cut to Ribbons

Starting at 17th level, whenever you use your Reaction to make a Parry attack, you make a DC 10 dexterity saving throw. If you succeed, you make a second attack. You then continue making dexterity saving throws until you fail, with the DC Increasing by 5 each time. For each success, make a third, fourth, etc. attack.

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