Base Class: Rogue
Your skill in stealth and fighting has led to you taking on the role of serving the people in such a way that at times you are at odds with the law in the surrounding area. At times you may operate with specific individuals within a sprawling city, at times you may be a lone operator doling out your own form of justice where you see fit. Your morals will likely be your own, but your abilities of secrecy and cunning have led to you pursing a path which likely will place you at odds with the villainy of those whom also hide in the darkness. However, one must always beware of those who stare into darkness, lest darkness stare into you.
Camouflage and Coercion
When you choose this archetype at 3rd level, your experience in the art of hiding in plain sight and coercing others has led to you becoming adept in these skills. You gain proficiency in disguise kits and Charisma (Intimidation) checks.
Marked for Punishment
Starting at 3rd level, as a bonus action you are able to mark one creature for your punishment in a 30 foot range. If you do so, you gain advantage on attacks made against this creature and for the next 8 hours you gain advantage on Wisdom (Perception) checks made to track this creature.
Only one creature may be affected by your mark at a time.
Aggressive Training
Starting at 9th level, you’re advanced training has led to understanding various fighting techniques. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Interrogation Techniques
At 13th level, you gain the ability to find the truth in others. As an action you deliver multiple punches, kicks, or strikes to a creature in such a way that they cannot tell a lie. After doing so for the next minute the target is unable to speak a deliberate lie.
Menacing Glare
Starting at 17th level, you gain the ability to frighten others to gain ground on enemies in fear of you. As an action, your mere presence is able to strike fear into those around you. You may select any number of creatures in a 30-foot range that can see you. You then make a Charisma (Intimidation) check against the selected creatures Wisdom (Insight) check. If the creature fails, each creature becomes frightened of you for one minute. If the creature ends its turn more than 30 feet away from you, it can spend it's action shaking off the effects of the fear, thus ending the effect on that creature.
If any creatures are suffering the effects of your Fearful Gaze, your sneak attack damage increases by 2d6 against them.
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