Base Class: Rogue
Borne from an intense desperation, the Rogue that takes up the mantle of the Coward is known for shying away from fights and doing everything within their power to keep themselves out of harm's way. They've developed tricks and skills that aid them in this endeavor and can employ them as if it was just second nature. Your Charisma and your ability to hide is your life, because without them, then those that would seek to kill you would easily have their way.
Paranoia
You are always keeping an eye out for trouble, and as such, you expect even the unexpected. As a bonus action on any of your turns, you can prepare yourself for impending trouble, taking up a coward's stance, thus making yourself seem like a lesser target and gaining advantage over your enemies. Once within the next minute, you can add one d4 die to the number rolled for one ability check, attack roll, or saving throw. You can add it after you roll a d20 but not after you have discovered from the DM if you succeeded or failed. The effect ends once the minute has passed, or once used. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all uses of this skill after a short rest.
However, your journey down the coward's way was born something that will haunt you for the rest of your life, whether that be a location or a creature. Whenever you are in the vicinity of this location, or can see the target that you fear, you must roll a d20. On a 1-5, you are paralyzed by fear and can only use your action to dash away from your fear if it is a creature or waste your turn shaking in place. If your fear is a location, you have disadvantage on all rolls made that turn. On a 6-20, you take your turn as normal. At level 10, the check reduces to 1-4, and at level 15 the check reduces to 1-3.
Target of Fear
Your journey down the coward's way was born something that will haunt you for the rest of your life, whether that be a location or a creature. Whenever you are in the vicinity of this location, or can see the target that you fear, you must roll a d20. On a 1-5, you are paralyzed by fear and can only use your action to dash away from your fear if it is a creature or waste your turn shaking in place. If your fear is a location, you have disadvantage on all rolls made that turn. On a 6-20, you take your turn as normal. At level 10, the check reduces to 1-4, and at level 15 the check reduces to 1-3.
Coward's Chatter
Spending so much time looking out for your own hide, you've schooled yourself in learning the gives and tells of different people, and know just that special thing that will get them to leave you alone. When you choose this archetype at 3rd level, you gain proficiency in Charisma ability checks and saving throws.
Necessity
Even as cowardly as you are, you know that some fights can be inevitable. Luckily for you, you are able to keep yourself out of range of attacks by maintaining your distance with your trusty bows. When you take this archetype at level 3, you gain proficiency with all conventional ranged weaponry.
Craven
So cowardly are you that, in response to coming under attack, you can beg and plead for your life, hopefully convincing your attacker to stay their blade and spare you their fury. As a reaction, you beg for your life and force an enemy making a melee attack on you to make a CHA saving throw equaling 8+your CHA modifier+your proficiency bonus. If they fail their saving throw, they must choose another target within range or lose the attack. Additionally, after avoiding an attack this way, you can move up to half of your movement speed without provoking an opportunity from your attacker. If they succeed, the attack continues as normal and they cannot be affected by this ability again for 24 hours. You can use this ability equal to 1+ your CHA modifier before you must take a short or long rest.
Advanced Paranoia
Your cowardice knows no ends, and this gives you a great advantage when avoiding anything and everything that could cause you, and potentially others, strife. You are always on the lookout for threats, trying to read your surroundings and those around you. Starting at 13th level, You gain expertise in all Charisma abilities and saving throws, Insight checks, and Perception checks. In addition, your paranoia has gotten so bad that it has started to bleed into your allies' thoughts and actions. Your Paranoia Die rolls are increased to 1d8 and, with your bonus action, you can bestow a Paranoia Die on another ally within 30 feet. Each ally can only have one Paranoia Die at a time.
Coward's Gambit
You've spent so long being afraid for your life that you've grown accustomed to the fear and can push it down in an act of great courage... For you. If you are hidden, you can swallow your terror and and strike from the shadows, inflicting great pain upon the creatures that dare threaten your friends and allies. You can make three attacks against a target, each attack is made with advantage, and every one that hits benefits from your Sneak Attack. It is cowardly to attack from the shadows this way, though, and will likely enrage your foe, preventing you from doing so again, but it takes great courage to put yourself out in the open like this for others and you know that the risks will be worth it. Once you've used this action on a target, you draw the attention off of your allies. You can't use this ability on it again and you no longer benefit from sneak attack on it without advantage.
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