Base Class: Rogue
Harrier Rogues turn the battlefield into their personal skyline. Masters of momentum, they weave through enemies with impossible footwork, scaling walls, skipping across water, and striking in rapid, surgical bursts. Every motion fuels the next flight, each dodge becomes a launchpad, each hit an opening, each fall a weapon. A Harrier does not fight on the battlefield, they fight over around and trought it, a blur of velocity and precision that leaves foes off balance and gasping for breath as they try to keep up.
Level 3: To Catch a Predator
3th-Level Harrier Feature
At level 3, you have honed the ability to pressure others into revealing their intentions while keeping your own motives hidden.
You gain proficiency in Insight and Deception if you don’t already have it.
When you make an Insight check to understand a creatures motives, you gain advantage on your next Deception check against that creature. Likewise, when you make a Deception check against a creature, you gain advantage on your next Insight check against that creature.
You can maintain one “looped” advantage per creature at a time. This increases as you gain levels in this class by two at 9th level, three at 13th level, and five at 17th level.
Level 3: Opportunistic Predator
3th-Level Harrier Feature
At Level 3, you thrive in danger and steal momentum from your enemies, turning each of they decisions in a potential mistake to be exploited.
When you would provoke an opportunity attack from a creature and it chooses not to make that attack, it takes 2d4 bludgeoning, piercing, or slashing damage (your choice). A creature takes this damage only once per round and not if it can’t make opportunity attacks.
This damage becomes 2d6 at 9th level, 2d8 at 13th level, and 2d10 at 17th level.
Level 3: Harrier Momentum
3th-Level Harrier Feature
At level 3, you learn to turn motion, openings, and near misses into calculated evasive and offensive techniques with these characteristics and conditions:
Your Momentum fuels special reactive maneuvers called Harrier Techniques. You can not use Harrier Techniques while wearing medium armor, heavy armor, or a shield.
You can use a number of Harrier Techniques each round equal to your Harrier Limit 1 at 3rd level, 2 at 9th, 3 at 13th, and 4 at 17th. Each technique has its own trigger and requires your reaction. After you use one Harrier Technique, you can use additional Harrier Techniques during the same round as free reactions, provided you are in initiative and you do not exceed your Harrier Limit.
Since you used your reaction to activate the Harrier Technique, you can not use any other reaction based feature during a round in which you use a Harrier Technique.
If a Harrier Technique calls for a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier. This DC increases by any effect, such as a feat, item, or spell, that would increase the save DC of your Cunning Strike features.
Harrier Techniques
At level 3, you learn and can use any of these techniques listed bellow as a reaction, when you meet the condition trigger witouth going above your Harrier limit. You learn more techniques at 13th level and again at 17th level.
Go around
When a creature hits you with a melee attack, or when you must make a Dexterity saving throw against a trap. You can roll 1d4 and add the result to your AC or the saving throw, respectively. Potentially causing the attack to miss or the save to succeed.
Vaulting Riposte
When a creature misses you with a melee attack, you can use your reaction to flip over, slide beneath, or circle around it, moving up to 10 feet to a space you can see. If the creature has multiple attacks, this movement occurs after it finishes all of its attacks.The creature must succeed on a Charisma saving throw or suffer a 1d4 penalty to its attack rolls and saving throws until the end of its next turn.
Sliding Step
When while moving you enter a creatures space. You move through its space by sliping through its footing or using it as step. The creature must make a Wisdom save. On a fail you are considered to have taken and succeed the Hide action against that creature until the end of this turn. If the target can see you at end of the turn the conditions drops. Or alternatively when not in initiative and you would be spotted by a creature while moving, such as entering its space or otherwise coming into its line of sight, you can use nearby terrain to attempt obscure yourself by taking the Hide action with Disadvantage.
Wall Kick Dash
When you move within 5 ft of a vertical surface. You kick off the wall to redirect yourself moving a distance equal to your Long Jump distance (minimum 5 ft). This movement may provoke Opportunity Attack, but all such attacks are made at Disadvantage.
Rebound Counter
When A creature misses you with a melee attack, You redirect its force. The creature makes a Strength save. On failure, it immediately makes the same melee attack, with a new roll to hit, against a creature of your choice it can reach. Or alternatively outside of combat, when you move adjacent to a creature, you can use this reaction to subtly bump into it. The target must succeed on a Strength saving throw or drop or spill whatever it is carrying, potentially causing a minor commotion. You may attempt a Deception check to avoid drawing suspicion from the creature or onlookers.
Missguided Shot
When a creature misses you with a ranged attack. You reposition and force confusion, Move up to half your movement, but not closer to the attacker. The attacker makes an Intelligence save. On a fail, it immediately makes the same ranged attack, with a new roll to hit, against the creature directly behind where you were. Or alternatively outside of combat, when interacting with a creature, you can subtly assess its mood and intentions while maneuvering nearby. Make an Insight check against the creatures passive investigation (or a contested roll if the DM prefers) without revealing your scrutiny.
Level 9: The Soaring
9th-Level Harrier Feature
At level 9, your mastery of momentum elevates into impossible fluidity, letting you traverse the battlefield in ways that defy expectation gaining the next features.
Increased Mobility. Your walking speed increases by 10 feet.
Instinctive Reversal. Your reactions sharpen when pushed to the edge. Your Uncanny Dodge is now part of your Harrier techniques having to respect the harrier limit, but only usable once per round.
The Soaring. You learn a new option for your Cunning Action, The Soaring, As a bonus action, you enter a state of precise footwork and controlled momentum. Until the end of your turn, you can move across vertical surfaces and liquids without falling, provided you do not end your movement on such a surface.
While affected by The Soaring, you can, run along walls or ceilings you can reach, sprint across water, ooze, or other liquids (taking any normal environmental damage), and chain leaps between unstable or airborne surfaces without falling. If you end your turn on a vertical surface or liquid, you fall or sink as normal.
Level 13: Improved Harrier Techniques
13th-Level Harrier Feature
At level 13, your mastery of momentum and precision refines your evasive combat into advanced Harrier Techniques. The following techniques become available to you as additional options for your Harrier Momentum feature.
Elussive Killer
When you hit a creature with a Finesse melee weapon, You angle your strike in a way that opens a deep, bleeding wound. The target must make a Constitution saving throw, a Poisoned creature has Disadvantage on this saving throw. On a failed save, the creature begins Bleeding taking 2d4 necrotic damage at the start of each of its turns.
The bleeding ends early if, the creature succeeds on a Medicine check against your technique save DC at the end of its turn, or an adjacent creature makes the same check on its behalf at the end of that creatures turn.
Balance Thief
When you knock a creature prone. Your shifting footwork disrupts the creatures stability .The Prone creature must succeed on a Dexterity saving throw or be moved up to 10 feet in a direction of your choice. This movement does not provoke Opportunity Attacks.
Swallow Counter
When you fall at least 10 feet. Your body twists mid air, turning a fall into a controlled impact. Make an Acrobatics check with a DC 10 plus half of the distance fallen (rounded down). On a success, you take only half the fall damage and do not fall Prone.
When you land within reach of a Finesse melee weapon you are holding, you may immediately make one melee weapon attack with that weapon using that weapon’s attack bonus only. On a hit this attack deals to 1d4 for every 5 feet you fallen (rounded down. maximum of 6d4) damage type equal to the weapon.
This attack can not benefit from sneak attack, and the damage replace the weapon normal damage.
Level 17: The Departure
17th-Level Harrier Feature
At level 17, your mastery of momentum transcends physical limits. You move with impossible fluidity, slip through danger as though guided by instinct, and strike with lethal precision the moment an opening appears.You gain the following new features and additional options for your Harrier Momentum feature.
Free Runner. After you use any of your Harrier Techniques for the rest of the round your walking speed increases in 15 feet.
The following techniques become available to you as additional options for your Harrier Momentum feature.
Nevermore
When you use your Evasion feature. Your evasive instinct blooms into a burst of movement, After you make the Dexterity saving throw for Evasion, you may move up to 20 feet without provoking Opportunity Attacks. This movement happens after the saving throw is resolved and does not count against your movement for the turn.
Free Mind
When you succeed on an Intelligence, Wisdom, or Charisma saving throw. You can choose to become immune to further effects from that same spell or ability until the start of your next turn.
Harrier Execution
When a creature within reach of a Finesse melee weapon you are holding becomes Paralyzed. With perfect timing, you strike a devastating finishing blow. You may make one melee weapon attack with that weapon against the Paralyzed creature. This attack deals 5d6 extra damage and can apply Sneak Attack damage if you havent used it this round yet.
Previous Versions
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12/4/2025 12:46:14 AM
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33
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Aki
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Coming Soon
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12/21/2025 5:54:38 PM
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49
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Aki.02
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