Base Class: Rogue
Drawn to the elegance of daggers, you have trained obsessively to maximize the precision afforded by their light weight and small size. This archetype is favoured by merciless killers and performing acrobats alike.
Dagger Mastery
When you choose this archetype at 3rd level, you learn to take advantage of the unparalleled speed and balance of daggers to better exploit your enemies' weaknesses. You use d8s instead of d6s when determining your Sneak Attack damage for attacks you make with daggers, and when you engage in two weapon fighting with a dagger in each hand, you can add your ability modifier to the second attack.
In addition, you can use a dagger instead of Thieves' Tools, adding your proficiency bonus to any ability check made to open locks and disarm traps as if you were using Thieves' Tools. If your DM allows it, you can refer to daggers as "Swiss Army knives" after gaining this feature.
Dazzling Display
Also at 3rd level, you learn to manipulate knives with effortless skill to impress or threaten others. When holding at least one dagger, you can perform a series of fascinating tricks or sinister gestures to make either a Dexterity (Performance) or a Dexterity (Intimidation) check respectively.
Sleight of Blade
At 9th level, you can reach for and attack with your daggers in a single fluid motion. When you make an attack with a dagger, you can use a free hand to draw a dagger that you are carrying either before or after the attack.
Also at 9th level, when a creature that you can see within 60' moves closer to you on its turn, you can use your reaction to make a ranged attack with a dagger against that creature. If this attack hits, the creature stops moving and cannot move any further on this turn. This attack cannot benefit from your Sneak Attack feature.
Tendon Slasher
At 13th level, you learn to inflict wounds that hamper your foes' movements. When you hit a creature with two separate daggers on your turn, that creature makes a Constitution saving throw. The DC of this saving throw is equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the target is Restrained. A creature Restrained by this ability repeats this saving throw at the end of its turn. On a successful save, it is no longer Restrained.
Paralyzing Strike
By 17th level, you have learned how to pinpoint your enemies' vital nerve centres. When you hit a creature with an attack using a dagger, you can force the target to make a Constitution saving throw. The DC of this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. On a successful save, the creature is Stunned until the start of its next turn. On a failed save, the creature is Paralyzed until the start of its next turn. The attack with which you use this feature cannot also benefit from your Sneak Attack feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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6/23/2019 8:06:30 AM
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