Base Class: Rogue
You feel the need for speed and have learned to expertly duck, dodge, dip, and push your way around conflict. Whether your dashing through crowded streets or analyzing a position before expertly dashing forward, you have learned to make precise movements at precise timings.
Tactical maneuvering
Starting at 3rd level, you are adept at moving in a variety of ways. You gain proficiency in land vehicles and water vehicles. You gain a climbing speed and swimming speed equal to your walking speed.
Jockey for Position
When you choose this archetype at 3rd level, you can move your order in the initiative tracker up or down by one as a bonus action. When you move up a position in the initiative order, your movement speed increases by 10 feet until the start of your next turn. When you move down a position in the initiative order, you gain temporary hit points equal to 2 times your rouge level until the start of your next turn.
Accelerated Strike
At 3rd level, you may use your sneak attack even if you don’t have advantage by spending at least 20 feet of movement. All other rules of sneak attack still apply. You must move the 20 feet on your turn.
Competitive Advantage
Starting at level 9, when you use your jockey for position feature you gain additional benefits. Increasing your position allows you to increase your damage on your next weapon attack this round by 10 instead of your speed. Decreasing your position gives you advantage on saving throws until the start of your next turn.
Set the Pace
Starting at 13th level, when rolling initiative you may choose to start with a 10 instead of rolling. You may do this after hearing the results of all players and rolling. Additionally your speed is increased by 10 feet. Your jockey for position feature now allows you to increase or decrease your position by 1 or 2. If your increase your position while at the top of the initiative order your movement speed is instead doubled.
Bury the Lead
Starting at 17th level, when you strike a target with a weapon attack. You can choose to increase the damage by any amount of movement you have not used this turn. Doing so, consumes your movement but does not count as moving the purposes of gaining sneak attack.
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