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Knife-Fighter

The people of Shelzar have always demanded a higher caliber of entertainment, beyond the bloody slave brawls or grisly beast-baiting seen in lesser arenas across Scarn. For their money, there is no greater spectacle than the precise, graceful, yet furious duel between two elite warrior-slaves who have mastered the quick, graceful art of the fighting dagger — and thus the Knife-Fighter was born.

Crowd Pleaser

When you choose this archetype at 3rd level, you gain proficiency in Performance and Sleight of Hand.

Knife Mastery

Also at 3rd level, you gain proficiency with the roundknife. When you are wielding a dagger or a roundknife and no other weapons, you gain a +2 bonus to damage rolls with the weapon. When you are wielding two daggers or roundknives, or a dagger and a roundknife, you can add your ability modifier to the damage of the second attack.

Deceptive Grace

At 9th level, you have advantage on Dexterity (Sleight of Hands) checks made to conceal a dagger on your person. In addition, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hands) check.

Flawless Feint

At 13th level, you are extremely skilled at feinting and slipping a small weapon through an opponent’s defenses. While wielding a dagger or a roundknife, you can feint as a bonus action. Make a Charisma (Performance) check contested by your target’s Wisdom (Insight) check. If you win the contest, you gain advantage on your next attack against that same target this turn.

Deadly Thrust

At 17th level, you make deep, accurate cuts that have a lasting effect on your enemy. When you hit with Sneak Attack while wielding a dagger or roundknife, you can impose one of the following effects on that target:

  • It can’t take reactions until the end of your next turn.
  • It must make a Dexterity saving throw. If it fails, its speed is reduced by half until the end of your next turn.
  • It must make a Constitution saving throw. If it fails, blood runs into its eyes so that it is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer blinded.

Where any of the effects above require a saving throw, the DC is 8 + your proficiency bonus + your Dexterity modifier.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb