Daggermaster

Dagger Mastery

When you choose this archetype at 3rd level, the damage die for your daggers increases from 1d4 to 1d6.

Quick Draw

Starting at 3rd level, you can take a Use an Object action as a cunning action and you can draw or stow two daggers when you would normally be able to draw or stow only one. Additionally, you have advantage on Charisma (Deception) and Dexterity (Sleight of Hand) checks to keep up to four daggers concealed on your person when being searched for weapons.

Roguish Weapon Talent

At 9th level, your weapon attacks with daggers score a critical hit on a roll of 19 or 20. When you reach 17th in this class, your weapon attacks with daggers score a critical hit on a roll of 18-20

Grievous Wound

Starting at 13th level, if you have advantage against a creature and score a critical hit with a dagger, you can choose to forgo your Sneak Attack damage to instead cause the creature to suffer a Grievous Wound. At the start of each of the creature's turns, you can roll your sneak attack damage against it. This damage is not doubled due to the critical hit, can be dealt only once per round and the effect ends if the creature restores hit points in any way.

Dagger Flourish

At 17th level, on your turn, if you take the Attack action and are wielding at least one dagger, you can choose to make the attack with your dagger(s) a Flourish. The amount of attacks you can make in a Flourish is equal to your Dexterity modifier (minimum two attacks). Make one attack roll, all subsequent attacks take a -2 penalty and any critical damage dealt only applies to the first hit. For example, with a Dexterity score of 16 you can make three attacks in a Flourish. If you have an attack roll of 22 (+ 3 Dexterity modifier + 6 proficiency bonus and a roll of 13 on the d20), the attacks have a 22, 20, and 18 to hit respectively. You can choose to make the attack a Flourish after you roll the die, but before the outcome is determined. You regain the use of this feature when you finish a short or long rest.