Base Class: Rogue
Your daggers have saved you time and time again. Be it from mob bosses, monsters, or escapees, your dagger is your tool, a dangerous one at that. Where did you learn to harness a tool so powerful? Perhaps it was a skill passed down from generations of fleet-fingered professionals? Or a dangerous cult that utilizes every property of a simple knife? Whatever the case, you're good at it. All skills can be improved and this one can be deadlier.
Pinpoint Precision
When wielding a dagger, base damage increases to 1d6 instead of 1d4. All other effects still apply, (ie. Finesse, Light, Thrown).
Quick Stash
At 3rd level, You may hide as many daggers on your person equal to your sleight of hand modifier, minimum of one. Any dagger stored this way is readily available and does not take an action to equip. If your hand is empty, you may make an attack with any these daggers, melee or ranged, for an action on your turn.
Hail of Daggers
At 3rd level, Once per long rest, as an attack action, you may expend your sneak attack for your turn to throw as many knives from your person as you have sneak attack dice. (1d6 sneak attack = 1 dagger, 6d6 sneak attack = 6 daggers). These daggers may attack different targets. Make an attack roll for each different target you attack. If it succeeds, every dagger you threw at that target connects. Daggers must be directed at a target before your attack roll.
Confident Precision
At 9th level, as an attack action, when at least one hand is free you may grab two knives from your person and throw both of them at one target. Make an attack roll.
Pinboard Display
At 13th level, as an action, you may accurately throw a dagger from your person at a target's feet/cloak/whatever touches the ground. The target must succeed a Dex saving throw equal to or above your save DC. (DC = 8 + Dexterity modifier + Proficiency bonus). If they fail, they cannot move and have a -2 penalty to AC and have disadvantage on Dexterity Saving Throws. They may reattempt the save once at the end of each of their turns.
Does not work on incorporeal creatures such as ghosts. Only works on flying creatures if they touch the ground. Great for preventing flight.
You may use this ability equal to your Dexterity modifier per day.
One Second Has Passed. Two Seconds Have Passed
At 17th level, as an attack action, when at least one hand is free you may grab three knives from your person and throw all of them at one target.
Replaces "Confident Precision" ability.
Previous Versions
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12/30/2023 10:57:39 PM
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Coming Soon
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