Rogue
Base Class: Rogue

It is common to see Rogues fighting sneakily or underhanded, but some Rogues only know how to fight scrappy and hastily.

Distraction

Starting at 3rd level, you force those approaching you to have difficulty approaching you during a fight. You can invoke disadvantage as a reaction when an enemy ends its turn within 5 feet of you. In order to do so you must have some means to disrupt the senses of the enemy.

Improvised Swing

When you choose this archetype at 3rd level, you gain the ability to pick up any random object and break it on an enemy.

As a bonus action you can grab something small nearby and make an attack. You swing this improvised weapon (you are not automatically proficient with improvised weapons) at an enemy dealing 1d6 damage and if you haven't used your sneak attack for the turn you are able to apply it to this attack. All other rules for sneak attack still apply. You are unable to use this ability if there is no suitable object to use.

When you reach certain levels in this class, the size of your Improvised Weapin die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Suggestive Footwork

You are extremely adept at manuevering around the field. So much so that you can lure your enemy into trading places with you without even realizing.

As an action you are able to trade places with an enemy that is adjacent to you so long as they are able to fit. When you percorm this action your target must make a Dexterity save DC 8+proficiency bonus+dexterity modifier. You can perform this action up to the number of times equal to your dexterity modifier.

You are unabke to perform this action if you are prone, unconscious or unable to move in any way.

Mirror Self

You have learned, mostly through sheer happenstance a bit of illusion magic that allows for you to create a temporary double. As an action you are able to make an exact duplicate of yourself until the end of your next turn. This duplicate moves in almost the exact same fashion as you do. If you make an attack against a target, you gain advantage on that attack as they aren't sure which of you is making the attack. Also any action you take requiring a skill check that does not involve charisma is also at advantage as your illusion assists you. 

You can use this ability once and you regain the ability to us it again after a short or long rest.

Exiting Strike

You have become especially adept at manuevering the field and using underhanded techniques. Once per day, whenever you move away from an enemy you are able to make a single attack against the enemy. If you hit with this attack it does the normal damage, plus you automatically gain your sneak attack damage to this at twice the normal damage.

You regain the ability to do this after a long rest.

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