Duelist

You embody the noble art of taking lives. Skulking is fine for most rogues, but there's nothing honorable about stabbing in the back. Duelists stare down their foes and call them out from across the field of battle, favoring a good fair fight instead of stealth. Nerves of mithril and hands like lightning make duelists exceptional samurai or gunslingers. Most rogues ply their trade by avoiding direct fights, duelists channel their talents into finding only the best kinds of fights.

Weapon Proficiency

Duelists tend to specialize in particular and narrow sorts of weapons. When you pick the duelist subclass at 3rd level, you may choose a weapon proficiency. It may be exotic, so long as it has the finesse property.

The Quick and the Dead

When you choose this archetype at 3rd level you begin singling out foes for the thrill of it. As a bonus action you may designate an opponent you can see and hear that can also see and hear you as your foe. If your foe has already taken a turn when designated round you may perform an action this turn as normal. The effect will start the following turn. If either you or your foe dies, is knocked unconscious, or attack another creature, the effect ends and you resume taking your own turn as normal. If your foe attacks a creature other than you, your next attack against them is made with advantage and the effect ends.

While you have a foe, you take your action during your foe's turn and may deliver sneak attack damage to the foe as though they had advantage. When they use an action, you and your foe roll an initiative contest or "Quick Draw". The winner completes their action first. If your foe takes an action at range, you may use your action to move up to your speed instead. If your foe takes no action, you may use yours at the end of their turn.

Unwavering Stare

At 3rd level, you have developed a patient, steeled stare that aims to incite fear and promises only death in return. You gain proficiency in intimidation or expertise if you are already proficient.

Word Travels

By 9th level people have heard about you. Good or bad, your reputation has spread. This makes people react differently.

Some respect you. You may roll persuasion rolls at advantage when negotiating the price of goods and services or attempting bribes or appeals for leniency from people of similar alignment. Some fear you. You may roll intimidation rolls at advantage when negotiating the price of goods and services or attempting bribes or appeals for leniency from people of differing alignment.

Quicksilver

At 13th level you have become focused on the challenger. When starting your turn in cover, your movement increases by 10 for that turn. If you are the target of a ranged attack, you may move up to half your speed so long as you end in cover as a free action. You must complete a short or long rest before using this ability again.

Death Comes for Us All

At 17th level when you roll sneak attack damage to your foe, you may reroll each sneak attack die of 2 or 1. You must use the new number.