Rogue
Base Class: Rogue

The Lifeline

Some Rogues steal treasures. Others steal secrets. Lifelines steal their companions from the jaws of death.

Lifelines are masters of battlefield extraction, tactical disruption, and daring rescues. Where other Rogues specialize in assassination, deception, or theft, Lifelines dedicate their skills to ensuring their companions survive even the most dangerous encounters.

Through precise strikes, extraordinary mobility, and keen battlefield awareness, these Rogues create openings in enemy formations, guide wounded allies to safety, and turn seemingly hopeless situations into opportunities for escape.

A Lifeline does not need to be the strongest warrior on the battlefield. Their greatest strength lies in knowing exactly where to be when someone needs them most.

"You don't have to outrun the danger. You just have to keep up with me."

Level 3: Rescue Specialist

You have mastered the art of extracting companions from dangerous situations.

Rescue Training. You gain proficiency in the Medicine skill. If you already have proficiency in Medicine, you gain proficiency in another skill of your choice from the Rogue skill list.

Swift Rescue. When you take the Dash or Disengage action using your Cunning Action, you can choose one willing creature within 5 feet of yourself that is your size or smaller.

Until the end of the current turn, whenever you move, you can move the chosen creature along with you, provided it remains within 5 feet of you throughout that movement. The creature can be moved a total distance no greater than half your Speed. This movement doesn't expend the creature's Speed or provoke Opportunity Attacks.

You can't move the creature into an occupied space or through an obstacle it couldn't normally pass through. The movement ends if the creature is no longer within 5 feet of you.

You can use Swift Rescue a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Level 3: Emergency Extraction

When a creature you can see targets an ally within 5 feet of you with an attack roll, you can use your Reaction before the attack roll is made to attempt an emergency rescue.

You move up to 5 feet to an unoccupied space you can see. You can then move the ally up to 5 feet to an unoccupied space you can see within 5 feet of your new position.

The ally must be willing and must not have the Incapacitated condition. Neither movement provokes Opportunity Attacks.

If the ally is outside the triggering attack's reach or range after this movement, the attack misses. Otherwise, the attack proceeds normally.

You can use Emergency Extraction a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Level 9: Exploit the Opening

When you deal Sneak Attack damage to a creature, you can exploit an opening in its defenses.

Once per turn, immediately after dealing Sneak Attack damage, you can expend one use of this feature to apply one of the following effects:

Disrupting Strike. The target can't make Opportunity Attacks until the start of your next turn.

Escape Route. Choose one ally within 30 feet of the target who can see or hear you. That ally can immediately use its Reaction to move up to half its Speed without provoking Opportunity Attacks from the target.

Exposed Defense. Choose one ally other than yourself within 30 feet of the target who can see or hear you. That ally gains a +2 bonus to the next attack roll it makes against the target before the start of your next turn. The bonus is expended when the attack roll is made, whether it hits or misses.

You can use Exploit the Opening a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

You can use this feature alongside Cunning Strike without sacrificing additional Sneak Attack damage dice.

Level 13: No One Abandoned

Your ability to navigate dangerous battlefields and evacuate wounded companions reaches extraordinary heights.

Desperate Evacuation. Your Swift Rescue feature can now target an Unconscious creature of your size or smaller that isn't hostile to you. Such a creature doesn't need to be willing or able to move.

The maximum distance you can move a creature using Swift Rescue increases from half your Speed to your full Speed.

Perfect Extraction. While moving yourself and a creature using Swift Rescue, you can move through the spaces of hostile creatures that are at least one size larger than you, provided there is sufficient room to pass and the rescued creature can fit through those spaces.

Neither you nor the rescued creature provokes Opportunity Attacks during this movement. Neither creature can end its movement in another creature's space.

Always Ready. When you roll Initiative and have no uses of Swift Rescue remaining, you regain one use.

Level 17: The Perfect Lifeline

You have mastered the art of guiding your companions through seemingly impossible situations.

As a Bonus Action, you enter a state of extraordinary tactical awareness that lasts for 1 minute. The effect ends early if you have the Incapacitated condition.

While this feature is active, you gain the following benefits:

Perfect Route. Your Speed increases by 10 feet, and Difficult Terrain doesn't cost you extra movement.

Leave No One Behind. When you use Swift Rescue, you can move up to two eligible creatures instead of one. Each creature must remain within 5 feet of you throughout the movement and follows the normal movement-distance restrictions of Swift Rescue. You expend only one use of Swift Rescue.

Extended Extraction. You can use Emergency Extraction when the triggering ally is within 15 feet of you instead of 5 feet. When you do so, you can move up to 15 feet to an unoccupied space within 5 feet of that ally, then move the ally up to 5 feet as normal. You must be able to reach that space using your movement without passing through impassable obstacles.

Flawless Coordination. Once on each of your turns, when you deal Sneak Attack damage, you can apply one effect of Exploit the Opening without expending a use. You must still follow the feature's normal restrictions, including its once-per-turn limit.

Once you activate The Perfect Lifeline, you can't activate it again until you finish a Long Rest.

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