Rogue
Base Class: Rogue

You concentrate your training on the finesse of the blade, relying on speed, grace, and charm in equal measure. While some warriors favor heavy armor and brute force, your combat style resembles a carefully choreographed performance. Swashbucklers, including dueling experts and dashing pirates, are prime examples of this archetype.

A Swashbuckler excels in one-on-one combat and can skillfully wield two weapons while effortlessly evading opponents.

Fancy Footwork

Upon selecting this archetype at the 3rd level, you acquire the skill of delivering a precise blow and swiftly evading retaliation. When you execute a melee attack against a creature on your turn, that creature becomes unable to launch opportunity attacks against you for the rest of your turn.

Rakish Audacity

Upon reaching the 3rd level, your self-assuredness drives you into combat. You can grant yourself a boost to your initiative rolls equivalent to your Charisma modifier.

Furthermore, you acquire an extra method for employing your Sneak Attack; you no longer require advantage on the attack roll to utilize your Sneak Attack against a creature if you are within 5 feet of it, there are no other creatures within 5 feet of you, and you don't have disadvantage on the attack roll. All other regulations governing Sneak Attack still pertain to you.

Panache

At the 9th level, your charisma reaches an exceptional level of charm. You can use an action to initiate a Charisma (Persuasion) check, opposing a creature's Wisdom (Insight) check. The target must be capable of hearing you, and both of you should share a common language.

If you successfully pass the check, and if the creature is hostile towards you, it incurs disadvantage on attack rolls against targets other than you, and it is unable to make opportunity attacks against targets other than you. This effect remains in place for 1 minute, until one of your companions attacks the target or employs a spell on it, or until you and the target are separated by more than 60 feet.

If your check succeeds and the creature is not hostile towards you, it becomes charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. However, this effect is immediately terminated if you or your companions take any harmful actions against it.

Elegant Maneuver

Commencing at the 13th level, you can employ a bonus action during your turn to grant yourself advantage on your next Dexterity (Acrobatics) or Strength (Athletics) check made within the same turn.

Master Duelist

Starting at the 17th level, your expertise with the blade allows you to transform a missed strike into a successful one in combat. If you fail to hit with an attack roll, you can reroll it with advantage. After using this feature, you must complete a short or long rest before you can use it again.

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