One of my players wanted a Dread Pirate Roberts style character. A lot of the Rogue abilities are perfect for this, but none of the archetypes really fit—and more importantly, as it stands there's not a combat-related reason for a Rogue to invest heavily in Charisma. Thus, a new archetype for your Princess Bride style swashbuckling duelist.
Balance-wise, a Bravo rogue gives up the ability to fight with two weapons for potentially better Armor Class and an easy way to get advantage.
Thoughts? I'd love a replacement for the 17th level ability; it's a bit of a creative cop-out.
Duelist’s Defense: Starting at 3rd level, when wearing light armor and wielding a finesse weapon in your primary hand and nothing in your off hand, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. If wearing no armor, your Armor Class equals 9 + your Dexterity modifier + your Charisma modifier.
Feint: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to feint against an enemy within 5 feet. They must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be caught off guard: you have advantage on the next attack you make against that enemy before the end of your turn. A foe who successfully saves against your feint is immune until you finish a long or short rest.
Banter: At 9th level, you can size up a character by exchanging a few volleys of insults, witticisms, and boasts. After a character has spoken to you twice, you learn each of the following:
Deadly Flourish: At 17th level, your sneak attacks deal bonus damage equal to your Charisma modifier.
(Cross-posted on RPG.net.)
Balance-wise, a Bravo rogue gives up the ability to fight with two weapons for potentially better Armor Class and an easy way to get advantage.
Thoughts? I'd love a replacement for the 17th level ability; it's a bit of a creative cop-out.
Duelist’s Defense: Starting at 3rd level, when wearing light armor and wielding a finesse weapon in your primary hand and nothing in your off hand, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. If wearing no armor, your Armor Class equals 9 + your Dexterity modifier + your Charisma modifier.
Feint: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to feint against an enemy within 5 feet. They must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be caught off guard: you have advantage on the next attack you make against that enemy before the end of your turn. A foe who successfully saves against your feint is immune until you finish a long or short rest.
Banter: At 9th level, you can size up a character by exchanging a few volleys of insults, witticisms, and boasts. After a character has spoken to you twice, you learn each of the following:
- Their total character levels.
- Their value in two ability scores of your choice.
- Whether they are proficient in two skills, tools, weapons or saving throws of your choice, in which you must also be proficient.
Deadly Flourish: At 17th level, your sneak attacks deal bonus damage equal to your Charisma modifier.
(Cross-posted on RPG.net.)