Rogue
Base Class: Rogue

Tactitians have fully perfected the skill of being to able to read their opponents like an open book and tactically use that knowledge for offense and defense. They have also trained to increase their reaction time as well as over-all speed and endurance.  As a tactitian you use your wits, skills and speed to trick, mislead and best your enemies, sometimes even at a cost of being hurt yourself.

Cunning Strike

Starting at 3rd level, when you deal damage with your Sneak Attack, you may choose to have it gain an additional effect chosen from the list below. Some of your effects require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows: 8 + your proficiency bonus + Dexterity modifier.

  • The target must make a Strength saving throw. On a failed save, the target is knocked prone.
  • The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against you until the end of your next turn.
  • Immediately after you hit the target, you can try to grapple the target as a bonus action. You can make an Acrobatics skill check instead of an Athletics skill check when grappling.
  • You can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

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

Nimble Movement

When you choose this archetype at 3rd level, your speed increases by 15 feet.

Rapid Instinct

Beginning at 9th level, you can react at a moment's notice. Once per round, you can use this feature to take one additional reaction.

You can use this feature two times. You regain all expended uses of it when you finish a short or long rest. Starting at 17th level, you can use it three times before a rest.

Trading Blows

Starting at 9th level, you can take advantage of your enemies' carelessness. When a creature makes an attack against you, you can use your reaction to make a weapon attack against the attacking creature.

Read Opponent

By 13th level, you can read your enemies like an open book and use it to your advantage. When a creature hits you with an attack, you gain a +5 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Fakeout

When you reach 17th level, you gain the ability to mislead your enemies. You can use your action to fake a defensive stance. Until the start of your next turn, if a creature makes an attack against you, you can make two weapon attacks against the creature. You can use Sneak Attack on both of the attacks, even if you don't have advantage on the attack rolls.

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