Base Class: Rogue
Mixed Quarters Combat is a system of combined combat techniques which allows rapid alternation between armed and hand-to-hand combat while engaging enemy personnel. In the typical MQC stance, the rogue held their ranged weapon, a one-handed weapon such as a pistol, with their dominant hand while supporting it with the other hand, which held their MQC melee weapon. By using this stance, the ranged weapon remained steady for accurate engagement of opponents outside the range of unarmed combat, while allowing a quick transition to the dagger for close-work. The style also incorporated various grabs, chokeholds, strikes and throws to disarm and disable opponents. One powerful MQC slam could knock even the strongest opponent prone. In addition, MQC, when used by experts, could also be used to field-strip a ranged weapon effortlessly, should the opponent attempt to attack the MQC expert with a ranged weapon, and thus force the opponent to concentrate on repairing their weapon.
MQC Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with firearms and the unarmed fighting style, which you can apply your sneak attack to at half damage dice, rounded down. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. When it comes to reloading your firearms, you can do so with one arm.
MQC Maneuver
Starting at 3rd level, you have trained in the basics of MQC, and now you can perform certain MQC maneuvers. A maneuver requires you to spend maneuver points to use it, and to be holding a one handed ranged weapon with one hand and a finesse melee weapon with the other on the offhand. If you are wearing a shield, heavy armor, or medium armor, you cannot perform the maneuver.
You know three maneuvers of your choice from the list below. You learn additional maneuvers at 5th, 9th, 13th, and 17th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.
Maneuver Points
Pulling off these moves in the heat of battle while maintaining situational awareness is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have, getting 1.5 times your level in maneuver points (rounded down). You regain all spent maneuver points at the end of a long rest.
Using Maneuvers
You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects.
Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
MQC Options
These maneuvers can be used by anyone who studies MQC. The original concept was derived from Ran soldiers during the great Shard war, namely, snatch missions when one needed to capture an enemy officer of one of the invading initiatives alive (as shooting his escorts or the guards was not an option). MQC has since then been adopted by various other organizations.
Suppressing Fire (1 or more points)
You fire your ranged weapon in a wide arc, catching additional foes. As a bonus action, you can spend 1 or more maneuver points to empower your next ranged attack this turn. When you make that attack, make an additional attack against each additional creature within your reach, spending 1 maneuver point per additional creature targeted.
Weapon Breaking Blow (4 points)
When you hit a creature with a melee attack, if it is wielding a weapon, you can spend 4 maneuver points and deal no damage with that attack. Instead, the target must make a Strength or Dexterity saving throw. On a failed save, one of their weapons is damaged. A damaged weapon deals half as much damage. If this maneuver is used on a damaged weapon, that weapon is destroyed or otherwise rendered unusable. This maneuver has no effect on natural weapons. Magical weapons can be repaired with a tinker tools check against your Maneuver save DC or an arcana check.
Severed Nerve (3 points)
As an action, you can spend 3 maneuver points to study a creature. For the next minute, if you deal damage to the studied creature, it also reduces the target’s maximum hit points by same amount as your sneak attack. This reduction doesn't stack, and lasts until the target finishes a long rest or uses their action to heal their wound with a medicine check against your Maneuver save DC.
Choke Hold (2 points)
As an action, you can spend 2 maneuver points and attempt to grab a creature at a distance. Choose a creature of your size or smaller within 30 feet that you can see. The target must succeed on a Strength saving throw or become grappled by you. As long as they are grappled, you gain 3/4 cover from allies to that creature. The creature can repeat the saving throw at the end of their turn, which on a fail can trigger a sneak attack by you.
Test of Patience (1 point)
As a bonus action, you can spend 1 maneuver point to face down a creature you can see that can see you in a contest of patience. Make a Charisma (Intimidation) check contested by the target’s Charisma (Intimidation). The creature that succeeds has advantage on attack rolls against the other creature until they hit.
Disarming Grab (2 points)
You can target your foe’s weapon instead of their body. When you hit with a melee attack, you can spend 2 maneuver points and deal no damage with that attack. Instead, the target must succeed on a Strength or Dexterity saving throw (its choice) or be disarmed. A disarmed creature drops any weapons it is holding.
Knockout Slam (4 points)
When you hit a creature with an attack, you can spend 4 maneuver points and that creature must succeed on a Constitution saving throw or become stunned until the end of its next turn.
Pretty Good (1 point)
When you hit with a critical roll, you can spend 1 maneuver point and regain an additional number of maneuver points equal to half your rogue level.
Limb Redirect (2 points)
As a reaction to a ranged or melee attack, you can spend 2 maneuver points to make a creature within reach of your melee weapon make a contested athletics check or get hit by that attack instead of you. The triggering attack must still hit the moved creature's AC to be damaged.
Frontal Assault (4 points)
When you are hit with a weapon attack, you can use your reaction and spend 2 maneuver points to make a melee weapon attack against the creature attacking you (not including your sneak attack dice) as you hit the enemy with a series of quick jabs and pushes. You can replace your AC with the result of this attack roll against the triggering attack, potentially causing it to miss. The triggering attack must be within your base walking distance.
Crackling Strike (4 points)
When you hit a creature with an attack, you can spend 4 maneuver points and deal no damage or sneak attack damage with that attack. Instead, the target must make a Dexterity or Constitution saving throw. On a failed save, their armor is damaged. A creature with damaged armor has its AC reduced by 2. If this maneuver is used again on damaged armor, that armor is reduced by another 2 if they fail the saving throw again. This maneuver does not stack more than twice on a single creature.
Quick Strike (4 points)
As an action, you can spend 4 maneuver points and make a weapon attack against a creature adding your sneak attack dice, whether you have advantage or not. Note: You still cannot sneak attack if you have disadvantage.
Sweep The Leg (1 point)
When you hit a creature with a weapon attack, you can expend one maneuver point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. If the target is Huge or bigger, you must spend three maneuver points.
Spec-Ops Infiltration and Camouflage Training
Starting at 9th level, you have acquired enough practical experience to safely infiltrate even the deadliest fortifications and spot all enemies to avoid detection. You gain the ability to get the effects of Spider Climb or Invisibility at the cost of 2 maneuver points as an action. When hidden, you can make a perception check to study your surroundings for one minute. After that minute you know the position of any hostile creatures within a mile of your position if your perception check beats their passive or active stealth check.
Interrogation Fortitude
At 13th level, you have invetibly been caught and captured once or twice, leaving you scars on your body that can't heal from torture and interrogation. Surving these experiences has granted you proficiency in constitution saving throws. In MQC, you no longer need to be holding a ranged weapon and a melee weapon to do maneuvers, it can just be one, but you still cannot be wearing a shield, medium, or heavy armor to perform them.
Punisher
Starting at 17th level, you become a master of tactical espionage and MQC. If a creature is immune to getting proned, grappled, or disarmed by your maneuvers, you can expend double the maneuver points spent to bypass immunities for that maneuver. You gain an Uncanny Strike, which as a reaction to getting hit by a melee attack you can make a melee attack back. Finally, you can use your opponents size against them, enhancing your sneak attack with a maneuver point by adding more damage.
Tiny: 1d6
Small: 2d6
Medium: 4d6
Large: 8d6
Huge: 16d6
Gargantuan: 32d6
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