Base Class: Rogue
You have mastered a fighting style that is in equal parts both uniquely beautiful and overwhelmingly lethal. Rogues that adopt this archetype include assassins, gladiators, and street performers.
Dance of Blades
Starting at 3rd level, you can engage in two-weapon fighting as part of the same bonus action granted by your Cunning Action.
Elegant Strikes
Starting at 3rd level, you can use your Sneak Attack against a creature that is frightened or charmed by you even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Flash of Steel
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make either a Charisma (Intimidation) or Charisma (Performance) check contested by the Wisdom (Insight) check of a creature that can see you. If you succeed on your Charisma (Intimidation) check, the creature is frightened of you until the end of your next turn or until you deal damage to it. If you succeed on your Charisma (Performance) check, the creature is charmed by you instead.
You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses when you finish a short or long rest.
Fearsome Grace
Starting at 9th level, you have advantage on Charisma (Intimidation) and Charisma (Performance) checks while you are wielding a separate weapon in each hand.
Whirling Defense
At 13th level, when you take the Attack action on your turn, you can use the bonus action granted by your Cunning Action to take the Dodge action.
Thousand Cuts
Beginning at 17th level, at the start of your turn, you can use this feature to gain a pool of d6s equal to half your level (rounded up), which disappear at the end of your turn. Additionally, you gain the following effects until the end of your turn:
- You lose the ability to use your Sneak Attack feature.
- Whenever you hit with an attack that would normally trigger Sneak Attack, you can spend any number of dice from the pool. Roll the dice you spend, add them together, and deal extra damage equal to the total.
- At any point after you take the Attack action, you can spend two dice from the pool to gain an additional attack. You can do this any number of times during your turn, as long as you have enough dice in the pool. You can’t add additional damage from spells, magical item effects, or features other than Thousand Cuts to these additional attacks.
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