Combat Archetype (Reflex)

<Solo Class

## Cyberninja

Cyberninjas focus on mastering the grim art of death while under the guise of shadow.

### Silent and Deadly

Beginning when you choose this archetype at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

### Crouching Tiger

Also at 3rd level, you gain the ability to slip into the shadows. You have a Prowl Pool of 20 feet. If no opponents can see you (utilizing cover, creating a distraction, or merely passing between objects to break line of sight—even for a split second), you can use your prowl pool to "teleport" a distance away to an area out of sight of any opponent. You have to be able to physically traverse the space in between—you cannot bypass obstacles you couldn’t otherwise overcome, but you can bypass any obstacle you could overcome with a DC 15 or less.

Your prowl pool is reset when you finish a short rest, long rest, or when you roll for initiative. Your prowl movement replaces your normal movement—it does not add to your existing movement made during a turn. For every 10 feet you don’t move on your turn, you fill your prowl pool by 5 feet. At 7th level, your prowl pool increases to 25 feet, and at 10th level, to 30 feet.

### Hidden Dragon

Starting at 7th level, you have advantage on initiative rolls. Additionally, if you act first after rolling initiative, you gain one additional action on your first turn.

### Assassin

Starting at 10th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

## Smuggler

Smugglers are witty, and quick-thinking. Speed is everything in combat. The faster your reflexes, the more likely you are to survive.

### Shoot First

At 3rd level when you chose this archetype, you gain proficiency with initiative. You add your proficiency modifier to any initiative rolls.

### Run and Gun

Also at 3rd level, if you move at least 10 feet in any direction during your turn, you gain a +1 bonus to damage rolls until the start of your next turn.

### Dodge and Weave

Starting at 7th level your movement speed increases by 5 feet. Additionally, if you take the dash action on your turn, the next ranged attack roll made against you has disadvantage to hit until the start of your next turn.

### Expert Maneuvers

You know how to pilot practically anything. At 10th level you gain proficiency in Vehicles (Aircraft) and Vehicles (Land). Whilst piloting a vehicle you add your dexterity bonus to its armor class. If you already have proficiency in these skills, your proficiency bonus is doubled for them.

## Streetpunk

Streetpunks are a special kind of solo; knowing that they don't have the weight to put into their punches, they turn to more "dirty" tactics.

### Bonus Proficiencies

Starting when you choose this archetype at 3rd level, you gain proficiency in medium armor, assault rifles, sniper rifles and combat shotguns.

### Finish Him

Also starting at 3rd level, you can make a Sneak Attack with any weapon in which you are proficient.

### Kick 'em Down

You know how to shoot at downed targets to make sure they stay down. At 7th level you no longer suffer penalties to make ranged attack rolls against prone targets.

### Dirty Fighting

You fight dirty to keep yourself alive. Starting at 10th level, whenever you hit with a melee attack, the target of the attack must make a Fortitude saving throw with a DC equal to 8+ your Proficiency Bonus + your Dexterity Modifier or they gain one of the following negative buffs of your choice.

* They become stunned until the start of their next turn
* They are blinded until the end of your next turn
* They gain the poisoned condition for 1d4+1 rounds