Rogue
Base Class: Rogue

A skilled and bloody thirsty assassin. Strike with swift and deadly strikes. Focusing on lethal speed, you can down many foes in a short period of time.

Quick Draw/Sheathe

Starting at the 3rd level, you can use the Quick Draw action and Sheathe bonus action. If your weapon is currently sheathed, you can use an action to perform a draw attack, if your weapon is sheathed, you cannot perform opportunity attacks.. When doing so, roll a sleight of hand check, if it is greater than your target’s passive perception, then you have advantage on this attack. If your weapon is not sheathed, you may sheathe it with this bonus action.

Flash Step

You may roll an Acrobatics or Stealth check (to move in a way that others are unable to follow) at the start of your turn, enemies with a lower passive perception than your skill check have disadvantage on their attacks against you. (Attacks of Opportunity, or other reactions that grant attacks)

Omae Wa Mou Shindeiru

If your weapon is sheathed, gain attacks equal to your DEX modifier for this turn. Perform a Quick Draw, it is used for all of your attacks this turn, you can only make one attack per enemy still. Your sneak attack triggers once per enemy that you hit with advantage this turn.

Example: with DEX modifier of 5, you can use the attack action on five different enemies during your turn. You can attack one enemy, run to the next, attack that enemy and so on.

Focused Quick Draw

If you have just started your turn with your weapon sheathed, you can begin concentrating on Focused QuickDraw as long as you have not moved or performed any Action or Bonus Action. Beginning Focused QuickDraw ends your turn immediately, nothing but starting the concentration on Focused QuickDraw can be done by you on this turn.

Until your next turn, enemies will have advantage on attacks against you and you will have disadvantage on all saving throws except Concentration. If you take damage, roll a concentration CON saving throw, the DC is half of the damage you took rounded up.

If you successfully maintained concentration for one round, damage you deal is doubled and you have advantage on saving throws and attacks this turn. If your concentration was broken, you gain no benefit.

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