Base Class: Rogue
The Swashbowman has all the dashing and derring-do of their Swashbuckler counterparts, but has focused entirely on the ranged aspect of combat. With the abilities to slip out of tight spaces, or take the shot where they stand, they're always in the best position to capitalize on a weakness!
Rattle 'em to the bones
When you choose this archetype at 3rd level, you learn how to rattle an enemy to inaction with the snap of your bowstring and bite of your arrow.
During your turn, if you make a ranged attack against an enemy, that enemy can’t make opportunity attacks against you for the rest of your turn.
You also learn to find the angle and feint to open space as a bonus action to make a ranged attack in melee range without having disadvantage imposed on you.
Dashing Combatant
Starting at 3rd level, your belief in yourself gives you the bravery to act fast and capitalize on that momentum. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the ranged attack roll to use your Sneak Attack against a creature if you are within close range (the first range in the weapon's parenthesis) , no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Rapt Attention
At 9th level, your ability to draw attention entirely to yourself is mesmerising. As an action, you can make a Charisma (Persuasion) or Deception check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear and see you.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 hour as long as you are in visible and audible range. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Movement Mastery
Whether it's to get to a vantage point or get the hell out of dodge, sometimes you just can't allow yourself to fail!
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Bowstring Maestro
Beginning at 17th level, your mastery of the ranged weapons you're so talented in lets you turn failure into success in combat.
If you miss with a ranged attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
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