Base Class: Rogue
The Outlaw follows no path but their own. They cannot be bound by any force in the universe, for their power stems from the concept of freedom itself. Their power is almost akin to a magical ability, where each movement they make resists the flow of the cosmos. This disregard for fate is most apparent in battle, where they weave in and out of the fray, striking when and where they please, paying no heed to the rhythm of battle.
Reflex
Starting at level 3, when you ready your action, you can choose to make your action at any point in the round of combat, even to interrupt another creature's turn.
Displacement
Starting at level 3, when you make a sneak attack against a creature, you can choose to not deal the sneak attack damage to the target. Instead, you can store the sneak attack and deal it to a different creature that you hit with an attack in the future. You can have a number of sneak attacks stored equal to your proficiency bonus.
Zephyr Instinct
Starting at level 9, you can use any bonus action as if it were a reaction that is triggered by any action, bonus action, reaction, or movement another creature takes, without consuming your reaction. Using Zephyr Instinct will still consume a bonus action.
Daring Maneuver
Starting at 13th level, when you take an action with the Reflex class feature, you can also move up to half your movement speed.
Red Sun
Starting at level 17, you can choose to exchange stored sneak attacks for extra attacks. After you make an attack action, you can choose to consume a sneak attack to make an additional attack against a creature within range.
Comments