Rogue
Base Class: Rogue

Whether you are a knife fighter, a juggler, or just prefer to fight at medium range, you are a master of thrown weapons

Slip Away

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Agile adaptation

Starting at 3rd level, any Light weapon you wield gains the Finesse property, allowing you to use them with sneak attack,  and is treated as a Thrown weapon with a range of 20/60.

Agile Mobility

Starting at 9th level, you add your proficiency bonus to your initiative

Additionally, whenever you use the Dash action on your turn, you gain advantage on Dexterity (Acrobatics) or Strength (Athletics) checks you make during the same turn.

Elegant Maneuver

Starting at 13th level, whenever you use the Dash action on your turn, you gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Thower's Feint

At 17th level, your mastery of thrown weapons make you unpredictable to foes. You may use the Help action to feint a throw at an enemy within short range, distracting them from a specific ally. If your chosen ally attacks the target before your next turn, their first attack roll is made with advantage.

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