Rogue
Base Class: Rogue

You have mastered for being fearsome. You will gain advantages and bonuses for Frightened condition and deal Psychic damages.

Intimidating Foot-Work

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a dash and make a Intimidation check, to give your target Frightened or you can take the Dodge action for make a Intimidation check, to give your target Frightened.

Also your Frightened effects penetrates resistances. Even if your target is immune to it.

Using Advantage

When you choose this archetype at 3rd level, you gain this ability:  when you are attacking a enemy that have disadvantage or when you are attacking while have advantage you can reroll any failed dice for once.

In addition, a target that you have advantage on or you Frightened takes same amount of Psychic damage for every attack dice you rolled against them.

 

Fast and Fearsome

Starting at 9th level, you have advantage on a Dexterity (Stealth and Acrobatics) and Charisma (Intimidation) check.

Also if you make successful Dexterity (Stealth and Acrobatics) or Charisma (Intimidation) check your speed is doubled for 1 turn.

Psychic Mastery

By 13th level, when you successfully make your target Frightened it takes Charisma and Dexterity modifier Psychic damage.

Face the Nightmare

When you reach 17th level, you have become the nightmare. Whenever a target gets Frightened from you; can't target you with spells, attacks or items.

Also target that Frightened from you gets Deafened and Blinded to everyone but you.

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