Knife Juggler

You begin to discover the power of well timed winks, honeyed words, and well placed throws. Those who dedicate themselves to this expertise include charlatans and performers of all kinds.

Juggling Act

When you choose this archetype at 3rd level, you can begin a dagger juggling performance as an action. While juggling, you gain the following benefits:

When you make a ranged dagger attack, you gain a bonus to the damage roll equal to half of your Charisma modifier (minimum of +1) .

You don't need advantage on your attack roll to use your Sneak Attack against creatures within 30 feet. This benefit does not apply against creatures who are immune to being charmed, and all other rules for the Sneak Attack class feature still apply to you.

When you use the Attack action on your turn, you can make another dagger attack as a bonus action. You can add your ability modifier to the damage roll of this attack.

You can add half of your Dexterity modifier when making Charisma (Performance) or Charisma (Intimidation) checks (minimum of +1) .

You can juggle a number of daggers equal to one third of your Dexterity ability score. You cannot add lost daggers back to the performance while juggling.

If you are able to cast spells, you can't cast ones that require a somatic or material component while juggling.

Your performance lasts for a number of minutes equal to half your Rogue level. It ends early if you are knocked unconsious, run out of daggers, make an attack other than a thrown dagger attack, interact with an object, become restrained, incapacitated, or are knocked prone.

Once you have initiated a number of performances equal to your Charisma modifier, you must finish a long rest before you can perform again.

Uncanny Precision

Starting at 3rd level, your dagger throwing accuracy is unmatched. The normal range for throwing daggers is increased by 10 feet, and the long range is increased by 20 feet.

Distraction

At 9th level, you learn to time your throws as distractions that throw off your enemies. While juggling, you can intentionally miss a ranged dagger attack against a creature. The next attack made against that creature this turn has advantage. This ability does not stack successive times on a single creature, but can be simultaneously in effect on multiple creatures.

For example, two distraction attacks made against the same target only grant the next attack advantage, not the next two attacks.

Fast Hands, Quick Wit

At 13th level, you gain the ability to begin a juggling act on your turn as a bonus action, rather than as an action. Also, if you use your bonus action while juggling to make an additional thrown dagger attack, you can make two instead of just one.

In addition, you have advantage on Charisma checks made to distract creatures in social encounters.

Flurry of Knives

When you reach 17th level, you learn to end your juggling performances with an deadly display of awe.

While juggling, you can use an Action to make a number of ranged dagger attacks equal to the number of daggers you're juggling, making a separate attack roll for each dagger.