Rogue
Base Class: Rogue

You prefer swiftness over subtlety, and find deft hands to be better-suited for swordplay than for picking locks or pockets. After all, why skulk in the darkness for hours until you find your enemy alone - when instead you could find your enemy on the bad end of a greatsword? Dark warriors focus their rogue training on combat prowess instead of deception and stealth, treating your sneak attack as a violent exploitation of a foe's weaknesses rather than an underhanded or cowardly strike.

Martial Technique

When you choose this archetype at 3rd level, you gain proficiency in any four weapons of your choice and in medium armor. Additionally, you may treat any melee or thrown weapon you are proficient with as though it were a finesse weapon, and you no longer gain disadvantage on Dexterity (Stealth) checks from wearing armor that you are proficient in.

Starting at 6th level, armor you wear that would limit your AC bonus from Dexterity to +2 instead limit it to +3, so long as you're proficient in its use.

Oppressive Attack

Starting at 3rd level, whenever you successfully hit with a weapon attack that has advantage, you may choose to forego half of your Sneak Attack dice, rounded down. (If you had 5d6, you use 3d6 instead). If you do, choose one of the following;

  • You effectively cast the Command spell, targeting the creature you hit. The spell save DC is 8 + your proficiency bonus + your Charisma modifier. It is up to you and your dungeon master to decide whether your usage of Command in this way should be considered magical or not, and whether or not you require any or none of the components required to cast it.
  • The creature makes a Wisdom saving throw, becoming Frightened on a failure. The DC is the same as the previous option, and they may remake the save as an action or bonus action on their turn, ending the effect on a success.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cat and Mouse

Starting at 13th level, when you make a weapon attack against a creature that is currently Frightened by you, is under the effects of a spell you cast, or that you have already attacked this turn, you have advantage on the attack roll (a creature can be "considered under the effects of" the Command spell in this way so long as they failed their saving throw and have yet to complete the turn in which they are forced to obey your Command word).

Lay Bare Their Weakness

Starting at 17th level, you have an additional option for Oppressive Attack.

  • Until the end of your next turn, whenever a creature other than you hits the target with an attack roll that has advantage, they may add your sneak attack dice to the damage they deal. A creature may add your sneak attack dice to only a single attack they make each turn. Lay Bare Their Weakness can only be used again when you have completed a long rest.

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