Base Class: Rogue
Scum, Dishonorable, Cheap, all words to describe the lifestyle of someone who is Tarnished. You know that there is no such thing as fighting honorably or fair. There is only surviving, and you will do anything to survive to live another day. Choosing tactics only suited to an animal caught in a trap you choose fight tooth and nail to gain any advantage or upper-hand. In time you have gotten quite skilled at deceiving on the battlefield and although some might catch on to your tactics you always have another up your sleeve they will never see coming.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit
Underhanded Tactics
Starting at 3rd level, you learn a range of underhanded tactics to gain the upper hand in situations. You can only successfully use each combat tactic once per combat as the enemies catch on to your tactics and learn how to defend against them once effected.
You can only use one tactic once per turn.
Blind
As a bonus action attempt to blind an enemy within 5 feet of you. The enemy must make a DEX saving throw against 8 + sleight of hand modifier. If successful, the enemy is blinded until the end of your next turn.
Distract
As an action you target an area within 20ft of yourself and create a distraction. All non hostile creatures within a 20ft radius of the distraction will investigate the distraction for up to 1 minute. While distracted this way creatures will have a -5 to perception checks to anything besides the distraction.
Fan of Knives
When you hit with a weapon attack against a creature you can forgo your sneak attack on the target to throw an assortment of needles at all enemies in a 10ft radius. Each enemy makes a dexterity saving throw The DC of the save equals 8 + your proficiency bonus + your Dexterity modifier. Anyone hit with by the needles takes your half your sneak attack damage rolled up in piecing damage, and there movement speed is reduced by half. This counts as an attack for any other effects.
Garrote
When you hit an enemy as an unseen attacker you can choose to garrote them preventing them for casting any spells with verbal components until then end of your next turn.
Rupture
After doing sneak attack damage you can choose to rupture the tendons of an enemy, cause them to take 1d4 bleed damage for every 5ft of movement (including forced movement) they take until the end of their turn.
Wound Poison
After hitting an enemy with a weapon attack you can choose to gravely wound them. An enemy with a gravely wound can not benefit from healing by any means. Last until the end of your next turn.
Opportunist
At 9th level, you are expert at exploiting any opening your opponent’s leave for you, when you perform an uncanny dodge on a melee attack you deal half the damage you would have taken back to the attacker up to your level in rogue.
Underhanded Tactics Improved
At 9th level you can now use up to two underhanded tactics per turn. (You can still only use each tactics successfully once per combat)
Smokescreen
At 9th level, you learn a new underhanded tactic. You and any ally within 10ft of you can disappear from sight for a short period of time. As an action you can throw a smoke bomb on the ground covering all movement. The smoke screen covers a 10ft radius and any person in the smokescreen can not make opportunity attacks against anyone else. The smoke lasts until the end of your next turn and the area is lightly obscured.
Cheap Shot
At 13th level, you learn a new underhanded tactic. You can strike at an opponents exposed weakness taking a cheap shot. When you hit another creature with a weapon attack, you can attempt to stun the target. The target must succeed on a Constitution saving throw against your DC or be stunned until the end of your next turn. If a creature passes this save they become dazed and have half movement speed until the end of your next turn.
DC = 8 + your proficiency bonus + your Dexterity modifier
Pay Off
At 13th level, you learn a new underhanded tactic. As an action you product fake currency or an item perceived to be valuable. You can attempt to bribe a non hostile creature and make a contested deception check against their insight check .On a success they won't know the currency is fake but can only provide a little bit of help. If you beat the insight check by 5 or more they will do what you asked within reason.
Underhanded Tactics Mastered
When you reach 17th level, your underhanded tactics have improved and you can use them multiple times in combat without your enemies catching on to you.
Wound Poison now also poisons the target causing the poisoned condition and any healing the target receives now also causes poison damage instead.
Blind now also while blinded this way the enemy critical range becomes 19-20.
Rupture now also the damage increases to 2d4 bleed damage, the enemy can't not benefit from invisibility and can be tracked via blood until the creature takes a long rest.
Garrote now also the next time a garroted creature attempts to cast a spell attack they do so at disadvantage or the next saving throw spell they cast the targets have advantage on the saving throw effect.
Fan of Knives now also the radius increases to 20ft and you do your full sneak attack damage.
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