Base Class: Rogue
Defy order and break rules, that is the path of the rebel.
Rebels, loiterers, delinquents; names once used as insults to people of your specialisation, now remade as representations of the path you have chosen to walk. A rebel's skills lie in breaking rules put in place by to restrict others and prevent them from achieving their true potential, where others might first blow you off as just some goon, they will soon know the folly of underestimating a rebel.
Level 3: Ace Batter
Your familiarity with simple weapons extends your ability to abuse them, you gain the following benefits.
Slugger. You can deal Sneak Attack damage with Simple weapons that deal bludgeoning damage even if the weapon lacks the Finesse property.
Batter Up. As a reaction when a ranged attack would miss you, you can attempt to rebound the attack. Make a melee attack against a target within the range of the triggering attack as though you were the attacker, on a hit you deal the ranged attack's damage instead of your weapon's damage.
Level 3: Unruly Fighter
Your lifestyle has taught you nobody plays fair, but nobody plays unfair like you. You gain the following benefits.
Strike Out. When you reduce a creature to 0 hit points, you regain use of your reaction.
Cheap Shot. When you attack with a weapon you have Mastery in, you may change it's mastery property to Vex.
Level 9: Rule Breaker
You gain the following Cunning Strike option:
Rule Breaker (Cost: 1d6). You force the target to make a Constitution saving throw. On a failed save, all conditions and non-spell magical effects on the target end, and you deal an additional 1d6 damage for each effect ended this way. If the target is affected by a spell, you may spend additional Sneak Attack die equal to the spell's level to end it.
Level 13: Home Run
You're ability to break rules only expands as you break down your foes.
Knockout. When you reduce a creature to 0 hit points, you gain an additional action. Additionally, until the start of your next turn when you or an ally reduce a creature to 0 hit points, you can use your reaction to immediately take an additional action. This action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
Home Run. Once per Short Rest if you use Knockout 4 times between the start your turns, you and all allies gain Heroic Inspiration.
Level 17: Defy Order
Nothing can hold you down as your rebellious streak hits its peak, rendering you uncontrollable.
You are immune to the Charmed, Frightened, Grappled, and Restrained conditions, and your attacks and saving throws cannot have Disadvantage.
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