Base Class: Rogue
Free Road Agents are Rogues who believe freedom is not granted by kings, gods, or institutions. Every individual possesses the right to choose their own path.
Trained in the traditions of the Free Road, these agents master the art of escaping confinement, resisting coercion, overcoming supernatural control, and helping others reclaim their independence.
Some are thieves, smugglers, mercenaries, and wanderers. Others become messengers, explorers, and liberators. Their methods differ, but their philosophy remains the same: no one has an inherent right to own another person's will.
Their journey begins with freedom of movement, develops into freedom of mind, and eventually teaches them to extend freedom to others.
Those who master the highest teachings become Unbound, achieving extraordinary mastery over their own movement, will, and identity.
Freedom does not mean living without bonds. It means choosing which bonds are worth keeping.
Roadborn Trade
Your upbringing or training along the Free Road has taught you how to survive beyond the protection of cities and authorities.
Traveler's Training. You gain proficiency in Survival and your choice of Cartographer's Tools or a Disguise Kit.
If you already have Survival proficiency, you instead gain proficiency in Insight or Investigation. If you already have both, choose another Rogue skill proficiency.
Know the Way. After traveling along a route for at least 1 hour, you can retrace the portion you personally traveled without making a navigation check, provided the route hasn't been materially altered.
This ability doesn't reveal hidden paths, bypass dangers, or overcome magical interference.
Cartographer's Tools
Tool Proficiency
Disguise Kit
Tool proficiency
Unbound Step
Your first lesson along the Free Road is simple: no grip should be permanent.
Slip the Chains. You gain another option for Cunning Action.
As a Bonus Action, you can make the ability check normally required to escape one Grappled condition affecting you, or to free yourself from one nonmagical restraint or Restrained effect that explicitly allows an escape check.
Use the normal ability, skill, and escape DC.
If you succeed, you can immediately move up to 5 feet without provoking Opportunity Attacks, provided you have sufficient movement available. This movement counts against your movement for the turn.
This feature doesn't bypass an effect with no available escape check, dispel magic, or unlock a barrier requiring another method of removal.
Open Footwork. Whenever you use Cunning Action to Dash or Disengage, your Speed increases by 10 feet until the end of that turn.
During that turn, you can move through spaces occupied by creatures of your size or larger. These spaces count as Difficult Terrain for you, and you cannot willingly end movement in an occupied space.
This benefit does not itself prevent Opportunity Attacks.
The first freedom is the ability to leave.
No Master but My Will
Your training teaches you to recognize the difference between your own will and the commands imposed upon it.
Unshaken Will. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
Reclaim Yourself. At the start of your turn, if you have the Charmed or Frightened condition, you can use your Reaction to repeat one saving throw originally allowed against an effect currently imposing either condition on you.
You make this saving throw with Advantage, using the original saving throw ability and DC, even if the effect would not normally allow another saving throw.
You can use this Reaction even if the effect would otherwise dictate your actions, provided you are capable of taking Reactions.
On a success:
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The selected condition ends for you.
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You can immediately move up to 10 feet without provoking Opportunity Attacks, if your Speed and other conditions permit movement.
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This movement counts against your available movement for the turn.
On a failure, the condition remains and you gain no additional movement.
You can use Reclaim Yourself a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. A use is expended whether the saving throw succeeds or fails.
This feature cannot end an effect that imposed the condition without allowing an initial saving throw.
Master Escape Artist. You have Advantage on ability checks made using Slip the Chains.
The second freedom is the ability to reclaim your own thoughts.
Freedom Is Shared
Your understanding of freedom has evolved. You recognize that independence does not require isolation, and a bond freely chosen is different from one imposed by force.
Freedom Is Shared. When you use Cunning Action, you can choose one creature within 30 feet of yourself that you can see and that can see or hear you.
The chosen creature can immediately use its Reaction to gain one of the following benefits of your choice:
Break the Hold. The creature makes one ability check normally allowed to escape a Grappled or Restrained condition affecting it. The check uses the normal ability, skill, and escape DC, with Advantage.
This option cannot affect a restraint that provides no applicable escape check.
Reject Control. The creature repeats one saving throw originally allowed against an effect currently imposing the Charmed, Frightened, or Restrained condition on it.
The saving throw uses the original ability and DC, with Advantage, even if the effect would not normally permit another saving throw.
This option cannot affect an effect that provided no initial saving throw.
Freedom to Move. After attempting the check or saving throw, whether successful or not, the creature can move up to half its Speed without provoking Opportunity Attacks, provided it is capable of moving.
Reaction Requirement. The chosen creature must expend its Reaction to receive any benefit from this feature. The escape attempt and optional movement are part of that same Reaction. A creature unable to take Reactions cannot benefit from Freedom Is Shared.
A successful attempt ends the selected grapple or condition for the creature. It does not necessarily end the entire spell or effect, which may impose the condition again if its rules permit.
You can use Freedom Is Shared a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
You can use this feature only once per turn. A use is expended only when the chosen creature spends its Reaction to accept the benefit.
The third freedom is the ability to choose whom you stand beside.
Become Unbound
You have reached the culmination of the Free Road's teachings.
You no longer define freedom simply as the absence of chains. You understand that your choices, commitments, and identity ultimately belong to you.
The Unbound State. When you use Cunning Action, you can enter your Unbound State as part of that same Bonus Action.
The state lasts for 1 minute. It ends early if you become Incapacitated or voluntarily end it (no action required).
When you enter this state, all instances of the Charmed, Frightened, Grappled, and Restrained conditions affecting you immediately end.
For the duration, you gain the following benefits.
Absolute Movement
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You cannot gain the Grappled or Restrained conditions.
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You ignore Difficult Terrain.
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Spells and other magical effects cannot reduce your Speed or impose the Paralyzed condition on you.
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Your movement does not provoke Opportunity Attacks.
Sovereign Will
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You cannot gain the Charmed condition.
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You cannot gain the Frightened condition.
The Road for Others
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Whenever you use Cunning Action, you can use Freedom Is Shared without expending one of its limited uses, but no more than once per turn.
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A creature using the voluntary Reaction movement granted by Freedom Is Shared can move up to its full Speed instead of half its Speed.
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The chosen creature must still expend its Reaction to benefit from Freedom Is Shared. The escape attempt and optional movement are both part of that single Reaction.
Limitations. Unbound State does not protect against Stunned, Incapacitated, nonmagical paralysis, damage, or any other conditions not explicitly listed.
It does not allow movement through solid walls, bypass impassable magical barriers, erase contracts, nullify oaths, or avoid the consequences of your decisions.
You must be capable of taking a Bonus Action to activate it.
Once you enter your Unbound State, you cannot do so again until you finish a Long Rest.
The final freedom is the ability to author your own path.
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