Base Class: Rogue
"I won't take your coin. In return, stand with me when the day I cut off that usurper's head comes"
-The Drifting Blade of Hongyuan [鸿园]
The rouges that follow this path shift their focus from stealth to protection, using the underhanded tactics they know to assist their allies in combat and catch their enemies off guard. Some say that the Drifting Blade of Hongyuan [鸿园], the original Drifting Blade, is strong enough to take down a Litch all by themself.
Sentinel - Level 3
"Get behind me."
Back off:
When a creature within 30 feet of you is hit by an attack from one of your allies, you can use your reaction to make a melee or ranged weapon attack against that creature.
You can use this feature once per round.
Protector's Stance:
When you roll initiative or enter combat after the first round, you gain 2 stacks of 'Protector’s Stance'.
While you have at least 1 stack:
Creatures you have damaged since your last turn have disadvantage on attack rolls against targets other than you.
You gain a +2 bonus to AC.
Each stack increases your durability:
When you take damage, reduce it by 5 × your proficiency bonus per stack.
When you gain Protector's stance, you also gain temporary hit points equal to your Rogue level + your Dexterity modifier (Max Temp HP from this feature at once: 25).
You can have a maximum of 2 stacks. All stacks are lost at the end of combat. You also lose 1 stack at the end of each turn.
Ambidexterity:
You gain the Two-Weapon Fighting fighting style.
When you engage in two-weapon fighting, you can use a weapon with the 'versatile' property in one hand as if it were a light weapon. When you do so, it deals damage as though you were wielding it with two hands. You can only benefit from this effect with one weapon at a time, and it cannot apply to weapons with the 'heavy' property.
Additionally, any weapon you wield that lacks the 'heavy' property gains the 'finesse' property while you are wielding it.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Answer me, Lest you lose your tongue:
When you make a Charisma (Intimidation) check, you can use your Dexterity modifier instead of your Charisma modifier.
Additionally, if you are wielding a weapon with the 'finesse' property, you can add your proficiency bonus to the check if you are not already proficient in Intimidation. If you are already proficient, your proficiency bonus is doubled for the check.
If you succeed on an Intimidation check in combat, the target has disadvantage on the next attack roll it makes before the end of its next turn.
To walk the Path of a Lord, Together - Level 9
"Even a drifting blade knows to repay a favor. That I don't forget, unlike..."
Aiding Strike:
When an ally creature you can see within 30 feet of you is reduced to 0 hit points, or is hit by an attack that leaves it with fewer than one-quarter of its hit point maximum, you can use your reaction to strike back.
You make a weapon attack against the attacking creature.
If the attack hits:
You deal your Sneak Attack damage, even if you have already used it this round.
The attack deals additional damage equal to 2d6 + your proficiency bonus.
Once you use this feature, you can’t use it again until you finish a long rest, unless an ally with the "Lord of the Heishou" subclass triggers this feature, then 'Aiding Strike' can be triggered one additional time.
When you use this feature, you gain 2 Protector's Stance.
Loyal Warrior:
When you use Back Off, the attack gains the following benefits:
On a critical hit, you deal additional damage equal to one roll of your Sneak Attack dice.
You choose one ally within 30 feet with the lowest hit points. That ally gains temporary hit points equal to 1d6 + your Dexterity modifier.
Cycle of Survival - Level 13
"Bring it on. Good to know my name makes those cowards hiding behind the Heishou rattle."
Survive, Thrive:
When you are hit by an attack, you can use your reaction to guard against it. When you do, you gain temporary hit points equal to your Rogue level + your Dexterity modifier.
While you have these temporary hit points, the triggering attack’s damage is reduced by an amount equal to your proficiency bonus + 3 per stack of Protector’s Stance you have.
After guarding against an attack, you gain 2 Protector's Stance.
Your guard strengthens as you are worn down. For every 10% of your maximum hit points you are missing (rounded down), you gain a +1 bonus to AC against the triggering attack (maximum +6).
If this reaction causes the attack to miss you, you can immediately make a weapon attack against the attacker.
If this attack hits:
You can apply your Sneak Attack, even if you have already used it this round.
Denial:
Your Hit Die becomes a d10 instead of a d8. Adjust your hit points accordingly.
Once per long rest, when you would be reduced to 0 hit points, you instead drop to 1 hit point and take no damage from that attack.
When your Aiding Strike is triggered by an ally being reduced to 0 hit points, this feature recharges. This recharge can occur once per long rest.
Hell Screen [地獄変] - Level 17
"I might look like a crackpot among Hongyuan's many blades, but soon you'll see I'm leagues above even the Heishou"
Artwork:
Your critical hit range increases to 19-20.
When you score a critical hit:
The target’s AC is reduced by 1 for 1 minute (maximum reduction of 2).
When you reduce a creature to 0 hit points with a critical hit:
Each enemy of your choice within 50 feet must succeed on a Wisdom saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or become frightened of you until the end of your next turn.
Allies within 50 feet gain the benefits of the Guidance cantrip for 1 minute.
Agility, Rivaling the Mao Branch:
Your walking speed increases by 10 feet.
You have advantage on Dexterity saving throws.
You take no damage from falling distances of 100 feet or less.
You gain proficiency in Athletics and Acrobatics. If already proficient, you gain expertise instead.
Assassination Skills, Surpassing the Si Branch:
As a bonus action, you can coat a weapon that deals piercing or slashing damage in poison. The next time you hit with that weapon, it deals an extra 2d6 poison damage.
You can use this feature once per turn.
Additionally:
Your Sneak Attack range increases by 15 feet while you are hidden.
When you hit a creature with a Sneak Attack while hidden, you can delay the damage. When hitting a creature this way they do not notice that they were struck.
You can trigger the damage later as a bonus action or reaction. If triggered as a reaction, the target’s current action is interrupted.
To Endure:
When you gain temporary hit points, they stack with existing temporary hit points.
When you regain hit points, you also gain temporary hit points equal to half the amount restored.
The maximum temporary hit point limit from Protector’s Stance is removed.
Previous Versions
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