Base Class: Sorcerer
Cowards are the absolute best at staying alive.
Level 3: Coward's Speed
Your inherent fear allows you to run farther and faster than you normally would. You gain +15 ft of movement speed, and enemies can no longer make opportunity attacks on you.
Quick Talking
You have mastered the art of talking quickly to save your skin. You gain advantage on any persuasion check where failing would result in harm or significant discomfort to you.
Level 6: Luck of the Coward
You become supernaturally lucky, not necessarily good lucky, but lucky nonetheless. Once per day you can choose to take a bonus action in order to change any roll to a natural 20 or a natural 1 depending on a d20 roll. If you roll the d20 and it is an 11 or above it is considered a natural 20, if you roll a 10 or below then it is considered a natural 1.
Level 14: Instinct for Danger
Having survived this long you are able to sense when things are... off. You gain advantage on perception checks and use your spellcasting modifier instead of your wisdom modifier when rolling. You also gain advantage on saving throws against being charmed.
Level 18: Coward's instinct
You have survived so long that you have developed an 8th sense (Don't ask about the 6th and 7th) for survival. Once per short rest as a reaction to an attack, cause it to miss. This can be done before or after the hit die is rolled.
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