Rogue
Base Class: Rogue

Whirling his body, wading amongst his foes, Ashen Grey was often described as a maelstrom vortex of scything blades. How much of Ashen’s story is true no longer matters; those who have adopted his style are know as Maelstrom Rogues.

The Maelstrom Rogue is quick, daring and has a penchant for spectacle.  He or she projects the illusion of unbridled furry, but is in deft control of every strike, parry, and counter-strike.  Rogues of this type are known for their tumbling and gyrating style.  Feints and gambits are all a part of the repertoire:  the blade that seems to attack is actually meant to parry, the blade that appears to parry instead redirects a target's defenses.  Maelstrom Rogues thrive in the chaos of a crowded battlefield; they excel at cutting through thickets of lesser foes in pursuit of one or two of greater note. Woe be to those who raised the ire of the Maelstrom Rogue

Flurry of Blades

When you choose this archetype at 3rd level, you hone the ability to strike fluidly and rapidly with both hands. When you are holding a light melee weapon in each hand, you may make your Two-weapon Attack as part of the Attack action (i.e. you can make your Two-weapon attack without expending a bonus action). 

You don't add your ability modifier to the damage of the second attack, unless that modifier is negative or you have the Two-Weapon Fighting Style.

You can draw or stow two  light melee weapons when you would normally be able to draw or stow only one.

Thunder and Lighting

Starting at 3rd level, your ability to strike simultaneously from multiple angles can penetrate most defenses, as opponents defend against one blow and become vulnerable to the next.

When you are eligible to take the Flurry of Blades attack, you may forgo your second attack to gain advantage on attack rolls instead.

Eye of the Storm

At 9th level, your defenses improve when you can wield two light weapons, and you can nestle among your enemies like the eye at the heart of a storm.

When you are holding a light melee weapon in each hand, you gain +1 to AC (stacks with Duel Wielder).   You may also take and additional +1 to AC for every opponent within 5ft, but for each additional point you take to AC, you must take an equivalent penalty to Attack and Damage rolls.

Additionally, you suffer no penalties or disadvantage from being threatened by multiple opponents (e.g. such as sneak attack without advantage).

Maelstrom Arc

Starting at 13th level, you can leap like a coiled spring and arc past those who would bar your way. Whenever you jump, you may use your Dexterity score to determine distanced jumped, and treat all jumps as running jumps. When you jump, you can move through a hostile creature's space, regardless of size differential, provided you can jump to an open space.

Additionally, if you move through a hostile creature's space this turn, it makes all attacks of opportunity against you at disadvantage.

Maelstrom Assault/Maelstrom Sweep

Beginning at 17th level, you can unleash an onslaught of dizzying cuts, either driving an opponent back on its heels or sweeping those around you off their feet.

When you can use Flurry of Blades, and attack a single target, you may apply Sneak Attack damage to both attacks against that target. Additionally, when you focus all your attacks for the turn against a single target, you may push a target 5' for each hit. You must have sufficient movement to shift into the vacated space. If you miss an attack or do not have sufficient movement, you may push the target no further, but may still make any additional attacks available to you.

Alternatively, when you can use Flurry of Blades, forgo your second attack and instead force each creature you choose within 5ft to make a Dexterity save or be knocked prone.

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