Rogue
Base Class: Rogue

As a Rogue, you are a deadly force, and potent at almost everything you do as your body twists and winds itself to suit exactly what you need. As a Reflexive, your mind is almost just as deadly. Your physical skills can extend out to the pinnacle of your mind's reach, allowing for much faster reactions, greater abilities, and the tools ready to suit almost any situation. 

Honed Reflexes

Reflexes. You learn three reflexes. You can use only one reflex per attack.

You learn two additional reflexes of your choice at 9th, 13th, and 17th level. Each time you learn new reflexes, you can also replace one reflex you know with a different one.

Reflex Dice. You start with four reflex dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

You gain another reflex die at 9th level, 13th level, and one more at 17th level.

Saving Throws. Some of your reflexes require your target to make a saving throw to resist the reflex's effects. The saving throw DC is calculated as follows:

Reflex save DC: 8 + your proficiency bonus + your Dexterity modifier

Nervous Twitch

Your mind and reflexes are so quick that when you are not using them they run wild. In order to calm yourself, you pick up a hobby.

When you choose this archetype at 3rd level, you gain proficiency in one gaming set or artisan’s tools of your choice.

Adrenaline Rush

Starting at 9th level, you can release a burst of adrenaline in your body, enabling more more movement, more actions, more awesome. As an action, you can cast the Haste spell on yourself. This version of Haste lasts for 1 minute and does not require concentration. Additionally, when the spell ends, you can still move at half your speed but cannot use any actions or bonus actions. 

Additionally, when you use this ability, roll a d4. You can make an extra number of reactions each turn equal to the number rolled. You cannot use more than one reaction in each creature's turn.

You can use this ability once. You regain all expended uses at the end of a long rest.

Enhanced Reflexes

By 13th level, your reflex dice turn into d10.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. If the first thing you do is use Adrenaline Rush, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Additionally, when you use your Adrenaline Rush ability, the additional reactions dice you roll becomes a d6.

Reflexes

The reflexes are presented in alphabetical order.

Burst of Adrenaline

As an action, you can expend one reflex die to use a short lived version of your Adrenaline Rush feature. When you do so, roll your reflex die. The number rolled is the number of turns the Adrenaline Rush lasts for. During this burst, you do not benefit from Adrenal Reflex.

Dashing Strike

When you miss an enemy with an attack, you can use your reaction and expend one reflex die to move up to half your movement. This movement does not provoke opportunity attacks.

Dirty Trick

As a bonus action, you can expend one reflex die to quickly pick up and throw some dirt or dust into the eyes of a target within 5ft of you. You instantly become Hidden from the target.

Distraction

When a creature attacks a creature other than you, you can use your reaction to expend one reflex die to make an attack on the target, as long as it is within range. If the attack hits, add the reflex die to the damage of the roll, and the target has disadvantage on the attack. This attack cannot benefit from sneak attack.

Feint Strike

As a bonus action, you can expend one reflex die to feint a target within 30ft of you, granting you advantage on your next attack on the target before the end of your next turn. If the attack hits, add the reflex die to the damage of the attack.

Great Mind

As a reaction, when you make a skill check for a skill you are not proficient in, you can expend one reflex die to treat the skill as if you were proficient. You can use this ability before or after the roll but must be before you know whether the check succeeds or fails.

Knee Strike

When you hit a creature with a weapon attack, you can expend one reflex die to attempt to halt the creature’s movement. Add the reflex die to the damage roll and, if the creature is large or smaller, the target must make a Dexterity saving throw (DC {{savedc:dex}}). On a failure, the target is knocked prone.

Nimble Fingers

As a reaction, when you make a skill check or saving throw using Dexterity, you can expend one reflex dice to add the dice to the skill check or saving throw.

Nimble Movement

As a reaction, you can expend a reflex die to move up to half your speed when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Parry

When another creature attempts to attack you, before the roll, you can use your reaction to expend one reflex die and roll it. You can add half the number rolled (rounded up) to your AC for this attack.

Pocket Strike

When you miss a creature with an attack, you can use your reaction to instead try to steal something from the target. Make a Dexterity(Sleight of Hand) check, adding the reflex die to the check.

Powerful Legs

As a bonus action, you can expend one reflex die to add the number rolled to your jump distance until the end of your next turn.

Riposte

When a creature misses you with an attack, you can use your reaction and expend one reflex die to make a melee attack against the creature. If you hit, add the reflex die to to the attack’s damage roll. This attack cannot benefit from sneak attack.

Rogue's Endurance

As a bonus action, you can roll a reflex die. You heal an amount equal to the reflex die roll + your Rogue level.

Rope Trick

When you hit a creature with a weapon attack, you can expend one reflex die to attempt to draw the target closer. You add the reflex die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw (DC {{savedc:dex}}). On a failed save, you pull the target up to 15 feet away towards you.

Tangle Trap

As a bonus action, you can expend one reflex die to attempt to entangle a creature on your next attack. If the attack hits, you add the reflex die to the damage roll, and the creature must make a Strength saving throw (DC {{savedc:dex}}) or be restrained. It can repeat the saving throw as an action, removing the restraints on a success.

Thrust and Lunge

When you make a melee weapon attack on your turn, you can expend one reflex die to increase your reach for that attack by 5 feet. If you hit, you add the reflex die to the attack's damage roll.

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