Base Class: Rogue
Wielders of a Thousand Dagger are always prepared and always have a weapon on themselves. Having their weapons on them is just as important as any other body part to them. Whether by magical or mundane needs, you always have a dagger somewhere: whether it be in your hat or your boot. They more often than not have trained extensively with this small, durable weapon and always think a few steps ahead in combat.
Knife Expertise
When you take this archetype at 3rd level, you gain the following benefits:
- When you end you turn without anything in your hands, you may draw a dagger.
- When you take the attack action, you may make a ranged weapon attack using a dagger as a bonus action.
- The damage die for the dagger weapon increases to 1d6.
Dagger Points
Beginning at 3rd level, you get the ability to augment your skills with the dagger. You have a number of dagger points equal to twice your Dexterity modifier plus your proficiency bonus (minimum of 2) which you can use to fuel your new attacks. You regain all expended dagger points after a short or long rest.
- If you do not have any daggers on your person, you may spend 2 dagger points to summon a dagger as a bonus action.
- You may negate the disadvantage of being within 5 feet of the target of your ranged weapon attacks (using daggers) by spending 1 dagger point.
- You may expend 3 dagger points to make 2 melee weapon attacks with the dagger as a bonus action.
Conceal Weapon
At 9th level, you gain proficiency in the Sleight of Hand skill if you do not already, and you gain advantage on any Dexterity (Sleight of Hand) checks to conceal or hide your weapons. Additionally, you cannot be disarmed of your weapon while you aren't incapacitated.
Sharp Craftiness
Starting at 13th level, you gain use your mastery in blades to create magical attacks. You can spend 3 dagger points to cast Cloud of Daggers or Conjure Barrage (with a ranged weapon attack using a dagger) at it's lowest level. These spells do the maximum possible damage instead of rolling.
Quick Strikes
Beginning at 17th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you miss an attack roll using a dagger, you may reroll it, and must use the new roll. You may only use this once per turn.
Previous Versions
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5/26/2020 5:12:37 PM
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