Rogue
Base Class: Rogue

You practice intense excercises and heavy training to build upon your incredible agility, stealth, and cognitive abilities for use inside and outside of combat. Those who follow this path generally become spies, adventurers, or explorers, although a significant number become burglars as well. You are very skilled at planning and exicuting missions, and have a knack for getting out of just about any tricky situation.

Dojo Training

When you choose this archetype at 3rd level, you heavily train your battle technique, and can place your strikes perfectly in close-quarters combat.

You gain another way that you can use Sneak Attack;

You don't need to have advantage on the attack roll to use Sneak Attack if you are within 5 feet of the target creature and don't have disadvantage on the attack roll. If you Sneak Attack in this way, the target can make a Dexterity saving thow (DC = 10 + your Intelligence modifier + your proficiency bonus) to attempt to negate the Sneak Attack's damage. If the target fails the saving throw by more than 6, they also fall prone. All other rules about Sneak Attack remain unchanged.

Thought-out Defense

Starting at 3rd level, you have been trained to utilize your advanced cognitive skills of prediction in tandem with your extreme agility during combat.

While you aren't wearing armor and aren't wielding a shield, your AC equals 10 + your Dexterity modifier + your intelligence modifier.

Enhanced Agility

Starting at 9th level, you have become an especially quick and slippery opponent; your base walking speed increases by 20 feet and you gain advantage on any Dexterity (Acrobatics) or Strength (Athletics) checks you make against being restrained.

In addition, when you make a running long jump, the distance you cover is increased by a number of feet equal to your Dexterity modifier.

Nerve strike

By 13th level, you have mastered a technique that allows you to stay undetected by others, while overcoming your enemies in the process.

If you are within 5 feet of a creature that is huge or smaller and have advantage on an attack roll against them, you can use your action to Nerve Strike them instead of attacking.

When you use Nerve Strike against a creature, they can make a Constitution saving throw (DC = 10 + your Dexterity modifier + your proficiency bonus). If they fail this saving throw, they fall unconscious for 10 minutes unless they are damaged or slapped/shaken awake before then. If they succeed on this saving throw, they don't fall unconscious and are immediately aware of you and your location.

Superior Intellect

By 17th level, you have gained complete mastery over your mind and emotions.

You gain proficiency in the perception skill or expertise if you already have proficiency in it.

You gain immunity to the Stunned condition.

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