Base Class: Rogue
Not all rogues are thieves and assassins. Some adopt their ways in order to combat crime in a clandestine fashion, lashing out at the criminal underworld.
Fighting Style
At third level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Attacks: You have mastered the art of a martial art allowing you to do finesse attacks causing 1d6 damage on a hit. These attacks can be used for sneak attack damage
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two Weapon Fighting
When you engage in two-weapon fighting, you may make a second melee attack as a bonus action. You can add your ability modifier to the damage of the second attack.
Unarmed Attack
You have mastered the art of a martial art allowing you to do finesse attacks causing 1d6 damage on a hit. These attacks can be used for sneak attack damage.
Extra Attack
You gain an extra attack at this level. Attacks made bypass magical resistance.
Reactionary Fighting
Starting at 13th level, As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance you gain a +1 to your AC and you can make opportunity attacks without using your reaction. You can use this feature equal to your proficiency bonus and resets after a long rest.
Ally of the Shadows
At 13th level, you gain the ability to travel through shadows and darkness. When you are in dim light or darkness, you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness as a bonus action. Any melee or ranged attack you make before the end of the turn is at advantage. You can use this feature equal to your proficiency bonus and resets after a long rest.
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