Rogue
Base Class: Rogue

Your training revolves around mastering the finesse of blade techniques, seamlessly blending speed, grace, and charisma at the same time incorporating several battle maneuvers. Unlike the brute force of heavily armored fighters, your combat style resembles an artful spectacle. This archetype is often embraced by duelists and pirates.

A Variant Swashbuckler truly shines in one-on-one battles, effortlessly wielding two weapons while skillfully evading opponents.

Evasive Movement

Upon selecting this archetype at the 3rd level, you acquire the skill of delivering a precise strike and swiftly evading any counterattacks. When you execute a melee attack against a creature during your turn, that specific creature becomes unable to perform opportunity attacks against you for the duration of your turn.

Focused Recklessness

Starting at 3rd level, your awareness for battle is peak. You can give yourself a bonus to your initiative rolls equal to your Dexterity modifier.

You acquire an extra method for employing your Sneak Attack. You can use your Sneak Attack against a creature within 5 feet of you without requiring advantage on the attack roll, provided no other creatures are within 5 feet of you and you lack disadvantage on the attack roll. All other ways to Sneak Attack still apply. 

Dueling Maneuvers

At Level 9, you master 4 Dueling Maneuvers from the Battle master Maneuvers list. 

You are granted 4 superiority dice of 1D8 that resets after a short or long rest. 

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. 

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier (your choice)

 

Maneuvers: Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Maneuvers: Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Maneuvers: Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Manuevers: Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Knavish Tenacity

As a bonus action you can call on your inner reserves to have advantage in Acrobatics, Athletics, and Stealth. 

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an 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.