Rogue is under Reconstruction!

Apologies for the mess!

 

Rogue

 

Rogue: Roguish Archetype: Swashbuckler

The Swashbuckler is the epitome of dashing charm and adventurous flair, effortlessly blending rakish charm and the grace of a master fencer with a flair for dramatic duels.

 

Swashbuckler Features

Fancy Footwork

When you become a swashbuckler at 3rd level, you learn how to land a strike without reprisal.

When you hit a creature with a melee or ranged attack, you gain a bonus to your armour class against that creature equal to your Charisma modifier until the beginning of your next turn. You cannot use this feature if you wear medium or heavy armour or if you wield a shield.

 

Rakish Combatant

Also at 3rd level, you also gain an additional way to use your sneak attack. When you take the attack action on your turn and hit a creature with an attack, you can make a sneak attack against the creature as a bonus action instead. You cannot use this bonus action if you have already made a sneak attack on your turn. You can only use this ability against a creature that is within 5 feet of you but only if there are no other creatures within 5 feet of you or the target creature.

Sneak Attack: rakish manoeuvre

When you take the attack action, you can replace an attack with a special melee attack, a rakish manoeuvre:

          Rakish Manoeuvre. You must make this attack against a creature you have already hit with another attack on your turn. You must make this attack with a melee finesse weapon. On a hit, you can add number of d6 equal to your sneak attack value to the weapon’s damage roll.

When you hit a creature with your ‘rakish manoeuvre’, the target must also succeed on a Dexterity saving throw or suffer one of the following effects:

          The target drops one item of your choice that it’s holding. The item lands at the target’s feet unless you have a free hand to catch the item instead.

          The target becomes flat-footed and the next attack against the target has advantage before the beginning of your next turn.

          You can immediately move the target to another space within 5 feet of you.

 

Master Duellist

Also beginning at 10th level, your mastery of the blade grants you the following benefits:

          You can attack twice, instead of once, whenever you take the attack action on your turn.

          Once between short or long rests, you can make up to two sneak attacks on your turn instead of only one.

 

Duellist Reflexes

When you reach 18th level, you have become adept at striking and weaving. You can take two turns during the first round of any combat.

You take your first turn at your normal initiative and your second turn at your initiative minus 10.

You can’t use this feature when you are surprised.