Rogue
Base Class: Rogue

Your skills are honed to survive and thrive in your environment, the bustling cities of Faerun. You're quick. You're smart. You're vigilant. Avoiding the sharp end of a guard's spear, or the private business of shadowy crime lord, is a common occurrence. It's not luck to thank, you've survived this long because of your skills. Street smarts, fast hands, and even faster instincts.

Conflict Avoidance

When you choose this archetype at 3rd level, you develop further your ability to get out of trouble. When you take the disengage action, attacks against you have disadvantage until the start of your next turn. 

Dirty Fighting

Starting at 3rd level you've learned to employ underhanded tactics to gain an advantage in combat. When you use your sneak attack feature, that creature must succeed a Wisdom saving throw (DC equals 8 + Your Dexterity Score + Your Proficiency Bonus), or be disoriented, suffering a 1d4 penalty to attack rolls and saving throws before the start of your next turn.

This ability's penalty increases to 1d6 when you reach 5th level, 1d8 at 11th level, and 1d10 at 17th level.

You can use this feature a number of times equal to your 1 + Dexterity modifier, regaining all expended uses when you finish a long rest.

Urban Mobility

At 9th level, your ability to traverse through dense cities develops further. running up walls, effortlessly leaping over alleys, and jumping out of windows to escape your enemies. You gain a climbing speed equal to your walking speed. Additionally when you jump, the distance you can jump increases by 10 feet, and fall damage does not make you fall prone.

Concealed Weapon

Starting at 13th level, you have learned to discreetly hide a small weapon on your person. As a bonus action you can conceal a weapon if it has the light property. Weapons hidden in this way cannot be detected visually, and deal an additional 3d6 damage of the weapon's type on a hit. Creature hit by concealed weapons have disadvantage on the saving throw against your Dirty Fighting feature. Once you attack with a weapon, it stops being concealed.

Downtown Savant

At 17th level, your knack for avoiding, escaping, and fleeing your adversaries comes to fruition. You gain the following benefits when in humanoid settlements, such as cities, towns, or villages:

  • You are unaffected by difficult terrain.
  • Opportunity attacks made against you have disadvantage.
  • You have advantage on initiative rolls.
  • When you roll initiative, you can swap places in the initiative order with a willing creature.

Previous Versions

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