Peacekeeper | Roguish Archetype

by jeddai

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Peacekeeper

A lone figure wielding a sword and dagger stands in the midst of battle. One by one they take on enemies, quickly and precisely striking to leave lasting, gaping wounds. A glaive hits them from the side but they quickly parry and strike back, leaving the enemy to bleed out as they focus on more dangerous targets.

Dagger Master

When you choose this archetype at level 3, you learn how to use a dagger effectively in combat. Whenever you attack with a weapon that has the Finesse property, you gain a bonus to weapon attack rolls equal to half your Intelligence modifier, rounded up (minimum of 0).

In addition, you have advantage on Charisma (Intimidation) checks against restrained creatures.

Riposte

Starting at level 3, you have learned to opportunistically parry attacks and quickly strike back in return. You can use an action to parry. If you do so, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of 0) until the start of your next turn. This bonus is removed the first time you make an attack on a turn other than your own.
  • Once before the start of your next turn you may use your reaction to make a weapon attack against a creature immediately after it misses an attack directed toward you. This attack can benefit from sneak attack even if you do not have advantage.
  • You may make a single melee weapon attack as a bonus action. This attack can only benefit from Sneak Attack if you have advantage on the attack roll.

Silent Watcher

At level 9, you learn the art of subtlety. You have advantage on Dexterity (Stealth) checks you make while there are 10 or more non-hostile creatures within 30 feet of you.

Additionally, you can keep up to 10 daggers hidden in your clothes and armor. Wisdom (Perception) and Intelligence (Investigation) checks to discern any weapons on you cannot find daggers hidden with this ability.

Since the locations of these daggers are known and accessible to you, you can draw any of these daggers from their hiding places at a moment’s notice (no action required).

Lingering Wound

Starting at 13th level, you can strike with the intent to leave a lasting wound. Once per turn when you hit with a melee weapon attack, you can choose to apply a lingering wound. Each time a creature affected in this way ends its turn, it takes 4d6 necrotic damage. The lingering wound is removed whenever an affected creature regains hit points.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Swift Defense

Upon reaching 17th level, you have learned to counter attack incredibly well. The AC bonus granted by the Riposte feature remains after you make an attack on a turn other than your own.


Art: Lavinia, Azorius Renegade by Matt Stewart. Quote: For Honor

 

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