Marauder

Marauders bring terror into the heart of their victims. Violent and brute thieves, they are experts in using their enemies own weapons against them. Carriage robber, raider, guerilla, pirate - such walks of life harbor many of these pilfering individuals.

Raid Expert

When you choose this archetype at 3rd level, choose two weapons that lack the Heavy property. You gain proficiency in with those weapons if you didn't already have it, along with medium armor. You can perform your Sneak Attack when attacking with either of these two weapons, regardless if they have the Finesse property or not.

Terror of the Marauder

Also at 3rd level, you learn to strike fear into your foes. As a bonus action, you can make a Charisma (Intimidation) check towards a creature that can see you, contested by the targets Wisdom (Insight) check. If you succeed, that target is frightened of you until the end of your next turn, and you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. On a failure, this creature is immune to this feature for the next 24 hours, or until they take Sneak Attack damage from you. At 10th level, you can have up to 2 Kin at once.

New Ownership

At 9th level, you can steal the weapons that fail to hit you. As an action, or as a reaction to when a creature misses a melee attack against you, you can attempt to disarm a creature within reach. You make a Strength (Sleight of Hand) check against their Strength (Athletic) or Dexterity (Acrobatic) check. On a success, you disarm them and now wield one of their weapons (if any). If your hands are full prior to the check, the targets weapon falls at their feet instead. If they have both hands on their weapon, they have advantage on their check. If a creature has no weapon that you can disarm, they have disadvantage on their next attack roll instead.

You can use this feature a number of times equal to your Strength modifier (a minimum of once) and you regain all expended uses of it when you finish a long rest.

Relentless Raider

At 13th level, you know just how to exploit the fears of others. You have advantage on ability checks against frightened creatures.

Additionally, you ignore all class, race, and level requirements on the use of magic weapons.

Pillaging Nightmare

Starting at 17th level, you become a terror on the battlefield. You can use your Sneak Attack against any frightened creature even if you don't have advantage on the attack roll.

Additionally, whenever you deal Sneak Attack to a creature, you can choose to immediately perform one of the following abilities:

Once you have used either of these options, you cannot use this feature again until you finish a long rest.