Base Class: Rogue
Most people live their lives in safety, doing their best to avoid any sort of risky situation. Even most rogues use their skills in stealth and sleight of hand to avoid danger.
However, there are some who seek this danger out, living for the adrenaline rush that comes with brushing with death. Daredevils are rogues who would rather leap across rooftops than walk the streets, and develop a knack for cheating death in turn.
Aerialist
At 3rd level, you appear to be flying when you leap through the air.
You gain a climbing speed equal to your walking speed. In addition, you can use your reflexes and acrobatic skill to propel yourself through the air. When you make a long- or high-jump (either running or standing still), you can use your Dexterity score in place of Strength to calculate the distance for the jump.
Death From Above
Also at 3rd level, you learn to turn your airborne body into a projectile.
If you move at least 10 ft. through the air, then land within 5 ft. of a creature at least one size category larger than you or smaller, you can use your action to have that creature make a Strength saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failure, the target takes 2d6 bludgeoning damage, and falls Prone.
You can apply your Sneak Attack damage to this special attack, even if it doesn't meet the requirements for your Sneak Attack.
Slow Fall
Beginning at 9th level, your experience with falling from great heights has made you an expert at landing without hurting yourself.
Whenever you fall and are not Incapacitated, you can reduce any damage you take from falling by an amount equal to five times your Rogue level. If you manage to land on a material that breaks your fall (for example, a wagon full of hay), you take no damage from the fall.
Defy Death
At 13th level, your risky behavior has been cause for many near-death experiences, causing you to become familiar with nearly dying.
You add your proficiency bonus to Death saving throws you make. If the result of the Death saving throw is greater than 20, it has the same effect as if you had rolled a 20 on the d20.
Airborne Strikes
At 17th level, you know how to maneuver yourself while airborne to strike at your enemies.
You have advantage on attack rolls you make while airborne, and at least 5 ft. off the ground. Moreover, you have advantage on Dexterity checks you make while airborne.
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