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*Dungeons & Dragons
Roguish Archetype: Bravo
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<blockquote data-quote="Jeph" data-source="post: 6357317" data-attributes="member: 6738"><p>One of my players wanted a Dread Pirate Roberts style character. A lot of the Rogue abilities are <em>perfect</em> 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.</p><p></p><p>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.</p><p></p><p>Thoughts? I'd love a replacement for the 17th level ability; it's a bit of a creative cop-out.</p><p></p><p><strong>Duelist’s Defense:</strong> 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.</p><p></p><p><strong>Feint:</strong> 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.</p><p></p><p><strong>Banter:</strong> 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:</p><ul> <li data-xf-list-type="ul">Their total character levels.</li> <li data-xf-list-type="ul">Their value in two ability scores of your choice.</li> <li data-xf-list-type="ul">Whether they are proficient in two skills, tools, weapons or saving throws of your choice, in which you must also be proficient.</li> </ul><p><strong>Fearsome Wit:</strong> At 13th level, when you banter with a foe, you may also learn something that the character is afraid of, or something that they want. You may then immediately use your action to either frighten or charm the target, if you can beat them in a contest of your Charisma (Deception) versus their Wisdom (Insight). Outside of combat, the condition lasts for one minute; if in a fight, it lasts until the end of your next turn. Once you have used your fearsome wit, you must finish a short or long rest before you do so again.</p><p></p><p><strong>Deadly Flourish:</strong> At 17th level, your sneak attacks deal bonus damage equal to your Charisma modifier.</p><p></p><p>(Cross-posted on RPG.net.)</p></blockquote><p></p>
[QUOTE="Jeph, post: 6357317, member: 6738"] One of my players wanted a Dread Pirate Roberts style character. A lot of the Rogue abilities are [i]perfect[/i] 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. [b]Duelist’s Defense:[/b] 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. [b]Feint:[/b] 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. [b]Banter:[/b] 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: [list] [*]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. [/list] [b]Fearsome Wit:[/b] At 13th level, when you banter with a foe, you may also learn something that the character is afraid of, or something that they want. You may then immediately use your action to either frighten or charm the target, if you can beat them in a contest of your Charisma (Deception) versus their Wisdom (Insight). Outside of combat, the condition lasts for one minute; if in a fight, it lasts until the end of your next turn. Once you have used your fearsome wit, you must finish a short or long rest before you do so again. [b]Deadly Flourish:[/b] At 17th level, your sneak attacks deal bonus damage equal to your Charisma modifier. (Cross-posted on RPG.net.) [/QUOTE]
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