Base Class: Rogue
Some rogues hide in darkness. Flowblades move within possibility itself.
To a Flowblade, motion is more than speed, it is understanding when the world is about to change. Every creature shifts its weight before striking, every guard leaves a space unprotected for the briefest moment. Flowblades train to feel these openings as naturally as breathing.
Many who follow this path believe that survival belongs not to the strongest, but to those who adapt first. They see the world as a constant negotiation between risk and opportunity, where hesitation is often the only true mistake. In crowded streets, ancient ruins, or the chaos of battle, a Flowblade is never truly cornered. There is always another angle, another step, another path forward.
Their enemies often realise too late that what seemed like hesitation was simply preparation for the perfect movement.
Momentum Strike
A number of times equal your Proficiency Bonus, when you Dash, entering melee reach allows Opportunity Attack. Uses per turn = 1 + number of attacks from Attack Action. Each creature once per turn qualifies for Sneak Attack.
Fluid Footwork
Speed +10 ft while Dashing.
Relentless Motion
After Momentum Strike hit: move 10 ft without using movement. Dash ignores Difficult Terrain.
Evasive Flow
Move through enemy spaces freely during Dash. Missed Opportunity Attack grants Advantage in the next attack against that creature. After Momentum Strike, that creature cannot make Opportunity Attacks vs you this turn.
Perfect Sequence
Momentum Strike deals +1d8 damage. Once per turn: extra melee attack vs different creature. Reducing creature to 0 HP grants half-speed movement.
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