Base Class: Rogue
Instead of using brute strength to break a grapple you can squirm free, when faced with a large object you use your knowledge of how to position your body to get the desired result.
Vulting leap
Starting at 3rd level, if you use your action to dash and move at least 15 feet into a 5 foot range of a creature, you can use the bonus action granted by your Cunning Action to make a DC 15 acrobatics check and make a vaulting leap of that creature. The creature can not be more than 2 sizes larger then you
On a successful check you can leap through the air for your remaining dash movement +5 feet and gain advantage on each creature you pass over until you take damage from them. If you land on a creature or hit a solid object you and the creature or object take 2 D4 bludgeoning damage.
Supreme Climber
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, you can use your dexterity modifier instead of your strength for ability checks and saving throws
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Sneak Trip
When you reach 17th level, if you land a melee sneak attack against a creature you can make acrobatics check contest by the creature athletics or acrobatics (targets choice) check on a successful role the creature is knocked prone. The creature can not be more than 2 sizes larger then you
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