Rogue
Base Class: Rogue

The roguish duelist is a lightly armored combatant who favors quick, precise attacks with a light weapon in each hand. The duelist is murderously effective when fighting one-on-one. The quick, resourceful, and precise duelist may look like an artist, but more often he or she is just another killer for hire—but one with a dashing and lethal sense of style.

TECHNIQUES

Techniques

You learn three techniques of your choice from those described below (see “Techniques”). You can use only one technique per attack. You learn one additional technique of your choice at 9th, 13th, and 17th levels. Each time you learn a new technique, you can also replace one technique you know with a different one.

Prowess

You have an amount of prowess equal to your proficiency bonus × 2. To spend prowess, you must be wielding a finesse weapon in one hand and have either nothing or a dagger in your other hand. You can spend prowess once per turn. You regain all spent prowess when you finish a short or long rest.

Saving Throws

Some of your techniques require your target to make a saving throw to resist an effect. The saving throw DC = 8 + your proficiency bonus + your Dexterity modifier.

Disarming Parry

When you are missed by a melee attack, you can spend 1 prowess as a reaction to force the attacker to make a Strength saving throw. If it fails, the attacker drops the weapon it attacked with. If you have a free hand, you can catch the weapon with a successful DC 10 Dexterity check; otherwise it lands 10 feet away from the attacker in a random direction.

Wall of Flashing Steel

As a reaction when you are hit by a melee weapon attack, you can spend 2 prowess to attack with a finesse weapon. If the result of your attack roll exceeds your AC, use the attack roll in place of your AC until the start of your next turn. This can cause the triggering attack to miss.

Witty Repartee

As a reaction after a creature you can see makes an attack roll, ability check, or saving throw but before success or failure is revealed, you can spend 2 prowess to encourage or mock the creature. If the creature can hear you, roll a d4; the result is added to or subtracted from the creature's attack roll (your choice).

DANCING BLADE

Also at 3rd level, you can wield a rapier as a light weapon, provided you have nothing heavier than a light weapon in your other hand.

STRIKE FIRST, STRIKE LAST

Starting at 9th level, your reflexes are honed to a razor’s edge, granting you advantage on initiative checks. Additionally, if you are surprised, you can take the Attack action on your first turn by spending 1 prowess.

VIRTUOSO

At 13th level, choose two skills from the following list: Acrobatics, Athletics, Deception, History, Intimidation, Persuasion, Sleight of Hand. You gain proficiency in the chosen skills, or add double your proficiency bonus if you are already proficient.

DEEP RESERVE

Starting at 17th level, when you roll initiative and have no prowess remaining, you regain 2 prowess.

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