Base Class: Rogue
You are a specialist in all facets of combat, combining attacks from afar with charging the enemy. You are an unpredictable and deadly combatant. Rogues who embrace this archetype are at home in the thick of combat, using their experience in skirmishes to analyze their enemy and strike in a way that they'll never see coming. Protectors, ambushers, soldiers - are but a few roles in the Order of the Thistle.
Call of the Highlands
When you choose this archetype at 3rd level, when you hit a creature with a ranged attack that has advantage, if the next attack you make is a melee weapon attack, it is made with advantage.
Enlightened Strategy
Starting at 3rd level, your experience in battle propels you forward. You add your WIS modifier to your initiative rolls. You gain proficiency in Survival and Intimidation.
Gie The Fear
At 9th level, as a bonus action, creatures of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creatures become frightened. You can immediately move up to your speed towards a frightened creature of your choice. This doesn't provoke opportunity attacks against you and you ignore difficult terrain. You can use this a number of times equal to your proficiency modifier.
Strong Convictions
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Insight check you make. You also gain advantage on Wisdom Saving throws.
Divine Right of Kings
Beginning at 17th level, if you land a critical hit on an enemy you can immediately take one of the following actions:
- Make an attack against another creature within range with advantage. This can apply sneak attack regardless if it has already been used this turn.
- You can use Gie it Fear without consuming a use, it also deals 2d8 psychic damage on a failed save. The damage is halved on successful save.
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