Rogue
Base Class: Rogue

"Pretentiously named and cliche aesthetics aside, I wouldn't wanna be caught alone in a dark alley with one of these guys. Most rogues, see, will turn and run if their first attack don't kill ya, but these guys? They'll hound you until your cold on the ground, and more than likely they're faster than you too."

- Lip the Imp

 

The archetypical nightblade is a keen and efficient blade master that specializes in fighting with a weapon in each hand, weaving through the battlefield with deft movements and pinpoint strikes. A nightblade seemingly melds with the shadows as they move, and their strikes brand their target with umbral marks that expose its defenses to both the nightblade and its allies.

Ambidexterity

Starting at 3rd level, you gain the two-weapon fighting Fighting-Style if you don't already have it. Additionally, when you engage in two-weapon fighting, you can move up to 10 feet as part of one attack you make on your turn, either before or after the attack. This bonus movement does not provoke opportunity attacks.

Two-Weapon Fighting

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mark of Death

Beginning at 3rd level, when you hit a creature with a melee weapon attack, you can mark it and expose its defenses. While a creature is marked, all weapon attack against it (including weapon attacks made by creatures other than you) score a critical hit on a roll of 19 or 20 on the attack role, and you can use your Sneak Attack feature against the target even if you don't have advantage on the attack roll, as long as you don't also have disadvantage on the attack roll. You can only have one creature marked at a time, and this ability requires concentration.

The mark lasts for 1 hour but ends early if you lose concentration (as if concentrating on a spell) or you mark another creature. If a marked creature dies, you can then transfer the mark to another creature you strike with a melee attack on your subsequent turn, without expending uses of this feature, provided you are still concentrating on your mark. The mark still fades 1 hour after it was first applied. 

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Shifting Stride

Beginning at 9th level, you can veil yourself in shadows to move unimpeded. When you take the Dash or Disengage action, or use the bonus movement provided by Ambidexterity, you can move through a space occupied by a hostile creature. Additionally, you can now move up to 15 feet with the extra movement provided by Ambidexterity, instead of 10 feet. 

If you end this movement in a space occupied by another creature, you take 1d10 force damage and are shunted to an empty square within 5 feet of the square.

Additionally, while travelling with six other creatures or less, your group can move stealthily at a normal pace, and have advantage on Dexterity (stealth) checks when traveling at a slow pace.

Twin Fangs

Starting at 13th level, when you engage in two-weapon fighting and miss an opportunity attack, you can reroll the attack roll and you must use the new role.

Sudden Death

Starting at 17th level, you learn to take advantage of the slightest opening in your enemy's defenses.

When a creature marked by Mark of Death attacks or is attacked by a creature other than you, you can immediately use your reaction to move up to half your speed and make an opportunity attack against it with a melee weapon you are holding. This movement doesn't provoke opportunity attacks and benefits from your Shifting Stride feature.

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