Rogue
Base Class: Rogue

A dark lurker who takes the fate of their communities into their own hands. Vigilantes wait in the darkness and strike when a situation is advantageous. Hurling weapons at multiple enemies in quick succession with pin-point accuracy, they kill their foes in dramatic and gruesome ways to frighten others with their savagery. They track down and chase targets with great ease, rapidly inflicting critical damage. A vigilante operates thanklessly—a would-be hero who obeys no strict code of law or who thinks that the rule of law is failing to protect others.

Throwing Expert

Starting at 3rd level, when you throw a weapon, you can immediately draw another light weapon as part of the same action. Additionally, when you throw a light weapon as a ranged weapon attack, you do not suffer disadvantage from throwing it at its long range. When you take the Attack action and only make ranged weapon attacks with thrown weapons, you can make one extra ranged weapon attack with a thrown weapon as long as it has the light property.

Fear of Slaughter

When you choose this archetype at 3rd level, whenever you kill a creature, score a critical hit, or hit a creature that is surprised, you can force all hostile creatures within 30 feet of that creature that can see or hear you (or the creature you hit) to make a Wisdom saving throw.

If they fail they are frightened of you for 1 hour. Creatures frightened this way repeat the saving throw at the end of each of their turns, ending the effect on a success. You have advantage on attacks against creatures that are frightened of you, and when you make an attack against them, you roll 1d4 and add it to the result.

The Wisdom saving throw DC is equal to 8 + your Dexterity modifier + your proficiency bonus. When you reach 9th level, the Wisdom saving throw DC has a +1 bonus; at 13th level the bonus to the DC increases to +2.

You can use this feature a number of times equal to half your proficiency bonus (rounded down) + 1, regaining spent time when you complete a long rest.

Seizing Strike

Starting at 9th level, whenever you hit a creature with an attack that you can apply your sneak attack to, you can choose to attempt to freeze them in place by striking them with debilitating attacks instead of dealing your sneak attack damage.

The target of these debilitating strikes must make a Constitution saving throw. On a failure, the creature is paralyzed until the start of your next turn. If a creature fails their save against this effect, your sneak attack damage is considered used on that turn.

The DC for the Constitution saving throw is equal to 8 + your Dexterity modifier + your proficiency bonus.

You can use this feature twice, regaining spent uses on a short rest. 

From One to Another

By 13th level, whenever you reduce a creature to 0 hit points on your turn, you can immediately lock onto another creature within range and rush them. When you do, you can immediately take movement equal to your base movement speed (or any movement type you have), moving toward another hostile creature you are aware of. If you get within range of making a melee weapon attack with a light weapon against that creature, you can do so. You can use this effect once per turn.

If this extra movement provokes opportunity attacks against you, they are made with disadvantage, and you do not suffer any penalty to this movement speed if you use it to climb or swim. If you had additional movement from any other feature or still had base movement, this feature's extra movement must be spent before using them.

Twist the Knife

Starting at 17th level, whenever you hit a creature that is frightened of you, you can add your sneak attack damage to the damage roll even if you have already used your sneak attack damage this turn (as long as it qualifies for it). You can still only deal your sneak attack damage to any given creature once per turn.

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2/11/2024 1:09:35 AM
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