Dagger Adept - Rogue Subclass
Those who choose to follow this path have honed their blade-craft to an exquisite edge. They consider the toss of a knife an artistic expression to be made with beauty and elegance. They control the battlefield from afar, arching their weapons into impossible feats of accuracy and deadly grace.
Battlefield Elegance
When you choose this archetype at 3rd level you learn Trick Throws fueled by special dice called Finesse Dice.
Trick Throws. You learn three trick throws of your choice, which are detailed under the Trick throws list. Many trick throws enhance an attack in some way. You can use only one trick throw per attack. You learn two additional trick throws of your choice at 9th, 13th, and 17th level. Each time you learn new trick throw, you can also replace one trick throw you know with a different one.
Finesse Dice. You have four finesse dice, which are d6's. A finesse die is expended when you use it. You regain all of your expended finesse dice when you finish a short or long rest. You gain two additional finesse die at 9th level and two more at 13th level.
Saving Throws. Some of your Trick Throws require your target to make a saving throw to resist the Trick Throw effects. The saving throw DC is calculated as follows
Trick Throw Save DC
8 + your proficiency bonus + your dexterity modifier
handy with a blade
At 3rd level you can now draw and stow daggers as a free action. You also become proficient in the performance skill, and gain advantage with charisma (performance) checks involving daggers.
deft hands
Starting at the 9th level, you have become adept at using daggers to escape dangerous situations. You can substitute your daggers for thief’s tools, and gain any expertise you may have applied to your thief's tools. While using your daggers as such you can attempt to disarm traps at range.
battlefield reflexes.
When you reach 13th level you gain one additional reaction (increased to a maximum of 2 reactions per turn) and your movement speed increases by 15ft.
battlefield advantage.
Starting at 17th level, if you take the attack action on your turn, as a bonus action you can make a thrown dagger attack which benefits from your sneak attack damage even if you have already used it this turn. You can’t use your Sneak Attack against the same target more than once in a turn. If using the offhand trick throw, you can divide the sneak attack damage between any successful thrown dagger attacks you made with this bonus action.
trick throws
The trick throws are presented in alphabetical order
Bleeding Throw. On a successful thrown dagger attack expend one finesse die; add the finesse die to the attack's damage roll and the target creature must make a constitution saving throw. On a failed save the target additionally suffers half of the damage from the attack at the end of its next turn.
Blinding Throw. On a successful thrown dagger attack, you can expend one finesse die to cause the target creature to make a constitution saving throw. On a failed save the target creature is blinded until the beginning of your next turn. If your attack hits add the finesse die to the attack's damage roll.
Counter Throw. When a creature misses you with an attack, you can use your reaction and expend one finesse die to move up to 15 ft. and make a thrown dagger attack against that creature. If your attack hits add the finesse die to the attack's damage roll.
Deflecting Throw. When another creature damages you with a ranged attack, you can use your reaction and expend one finesse die to reduce the damage by the number you roll on your finesse die + your dexterity modifier + your rogue level.
Disarming Throw. When you hit a creature with a thrown dagger attack, you can expend one finesse die to attempt to disarm the target, forcing it to drop one item of your choice that it is holding. You add the finesse die to the attack's damage roll, and the target must make a strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Throw. You can expend one finesse die and use a bonus action on your turn to hit a creature with the hilt of a thrown dagger, choosing one creature you can see within throwing range of your weapon as your target. You have advantage on your next attack roll against that creature, if that attack hits, add the finesse die to the attack's damage roll.
Interrupting Throw. As a reaction, expend one finesse die and force a creature you can see who is within throwing range of your dagger, to make wisdom save. On a failed save, the creature has disadvantage on its next attack.
Long Throw When you make a thrown dagger attack roll, you can expend one finesse die to add 20 ft. to the throwing range of your daggers until the end of your turn. If your attack hits add the finesse die to the attack's damage roll.
trick throws
Continued from page 1
Multi-Throw When you hit a creature with a thrown dagger attack, you can expend one finesse die to attempt to damage other nearby creatures with the same attack. All creatures within a 10ft. square of the original target make a dexterity saving throw. On a failed save they take damage equal to the number you roll on your finesse die plus your dexterity modifier. The damage is of the same type dealt by the original attack.
Offhand Throw. Immediately after you take the attack action on your turn, you can spend one finesse die to make two thrown dagger attacks as a bonus action. Add the finesse die to the damage roll of your first successful offhand attack.
Pinning Throw. When you hit a medium or smaller creature with a thrown dagger attack, you can expend one finesse die to attempt to pin the target to the ground. You add the finesse die to the attack's damage roll and the target must make a strength saving throw. On a failed save, the target’s movement speed is reduced to zero until the beginning of your next turn.
Precision Throw. When you make a thrown dagger attack, you can expend one finesse die and add it to the attack roll. You can use this trick throw before or after making the attack roll, but before the result of the attack roll is resolved.
Ricochet Throw. When you make a thrown dagger attack, you can expend one finesse die and your attack ignores half cover and three quarters cover. If your attack hits add the finesse die to the attack's damage roll.
multi-classing stipulations
Your finesse die count towards your total available superiority die, if you multiclass into Battlemaster.
Offhand throw does not stack with the Monk's Flurry of Blows feature.
credits
Created by Brian Bush (u/bush363), with help and inspiration from the r/dndhomebrew and r/UnearthedArcana subreddit community, especially: u/leitnargh, u/thelorewriter, u/samuraihealer, u/gandalfsbastard, u/spellkeeper, u/ninjablade46, u/jfelt45, u/chrooo, u/mecha-jesus, u/z_lawrence, u/egobot, u/spider59234, u/bamboori.
Made with the GM Binder.