Base Class: Rogue
Generally gregarious gadflies and gamblers skilled in gaff and gifted in gauging situations on the go, wake runners not only follow the flow of situations but are adept at altering the course of them. An archetype that grew from the gifts of a sea-faring race called the uzarra, these rogues needed to know how to navigate the tides of fate and water. Said to have been formed by an ocean goddess named Tengari(also associated with dreams, fortune, and the moon), the uzarra would set sail from their wandering island home with a pressing need to reach their destination, never knowing if their home would be in the same spot. Their agility on coastlines and alignment with the ebb and flow of fortune were honed into the tools of the wake runner over time, enabling them to exploit failures and emotions of their foes, and surge into action at opportune moments. As the uzarra sailed around the seas and comsos, other species began to pick up the ways of the wake runner, tapping into those tidal gifts and expanding where and what wake runners could be. As a wake runner, you or others in your crew have likely spent time at sea before, developing a love of adventure and uncovering new horizons; but whether on land or sea, you have a knack for knowing when to cut and run, and when to drop in and make a splash.
Level 3: Tides of Fate
With intuition and precision honed by the mystic traditions of the archetype, you have learned how to land blows that can potentially turn the tide of battle.
When you land an attack with advantage, you can force the target to make a WIS save: on a failure, it subtracts 1d4 from the next saving throw it makes before the end of your next turn. You can do this proficiency times a long rest. This uses your Wisdom score.
Level 3: Wayfinder
The refined primal instincts and awareness of wake runners means they need only a moment to survey their surroundings to form a strong mental image of the region and discern its geology and climate. This sense is only heightened by their familiarity with non-magical means of orienteering and map making.
You gain proficiency with Cartographer's Tools and Navigator's Tools. Once a day, you can use a minute to gain a general idea of the coming weather that day(cloudy, snow, sunny, etc), and an overall picture of the surrounding terrain as well as a few natural landmarks(rocky hills, heath, forest; a very tall tree, a cliff, a lake, etc) within 3 miles.
Level 9: Sea Legs
Wake runners are renowned for their sea legs- a supernatural quickness and movement technique, which lets them sprint over waters and traverse walls.
While not wearing heavy or medium armor or a shield, you can move across but not end your turn on vertical surfaces and liquids.
Level 13: Weather Eye
Similar to a wake runner's ability to read the lay of the land is a deeper and more difficult skill, where they are able to read body language and habits as well as tune in to wisps of thoughts to detect the concerns and emotions of a nearby creature.
When you succeed on a Charisma skill check against a creature within 30 feet of you, you can choose to briefly gain insights into their mind, learning their emotional state and what is most on their mind. If a creature has no language or mind, you learn nothing. You can do this proficiency times a long rest, and can't use it on the same creature more than once within that same period.
Level 17: Sea Change
The vigilance and lightning reflexes of wake runners reaches a point where they are able to subtly influence the energy and flow of battle, causing the tide of it to swell or ebb in their favor.
You gain the Alert feat. In addition, when you are not Incapacitated and a creature within 60 feet of you rolls initiative, you can force them to reroll it and then take the lower roll of the two; you can do this after the die is rolled but before the results are announced. You can use this trait once a short rest.
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