Rogue
Base Class: Rogue

You live a life outside the confines of the law, preferring to live in the streets of big cities or the wildlands of the woods. As an outlaw, you radiate the confidence of someone who values freedom and rebellion beyond all else, and you're as comfortable in a one-to-one swordfight as you are sneaking on rooftops or sniping from a bow. Your sacrifice of a comfortable living means you have to live as a roadside robber, but it's a life you're happy to live. It's the life lived by bandits and highwaymen, and one that is liable to earn you a reputation as a cutthroat. 

Criminal Infamy

Life as an outlaw has its share of perks as well as it's disadvantages.

Starting at 3rd level, you gain a reputation as a criminal. You have disadvantage on persuasion and charisma checks against guards, authority figures, shop keepers, and lawful-aligned creatures, who may become hostile to you if they succeed on an insight check and are able to identify who you are. However, you have advantage of persuasion and charisma checks against criminals and bandits, and chaotic-aligned creatures, who may be friendly to you if they know who you are.

Starting at 9th level, you can turn this reputation into a source of fear for others, and gain advantage of intimidation checks. However, you become immediately known by town and city guards, and have a significant price on your head. Mercenaries and bounty hunters are hostile to you, and may attempt to claim the bounty on you, while shopkeepers and tavern staff may refuse you service, either due to hostility of your actions or fear of legal reprisal for aiding you.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Killer Instinct

Starting at 3rd level, you gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

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.

Second-Story Work

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, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.

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