Rogue
Base Class: Rogue

Provocateur Rogues specialize in disrupting their opponents for the advantage of their allies, often at their own expense.

Provoke

Whenever someone takes an attack of opportunity on you, you can use your reaction to incite an ally within 60 feet to attack your attacker. Your ally uses your reaction to make 1 attack.

This will improve later. At 13th level, when you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike a creature within your melee range. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your sneak attack dice to the damage. You may not add your sneak attack if you have already used it this turn, and using it now counts as your expenditure for this turn.

Flanking

Also at 3rd level, you have learned to use your positioning to help others in combat. You can grant an ally advantage on a ranged or melee attack by flanking a creature (positioning yourself so that the opponent is directly between you and your ally), at the risk of taking friendly fire. If a ranged attack granted benefits from your flanking feature misses, make a Dexterity Saving Throw where the DC is the attack roll. On a success, you take no damage. On a fail, you take full damage from the attack.

Sprinter

Beginning at 9th level, your style of fighting provides you with speed benefits. Increase your base movement by +15.

Friendly Fire

Starting at 13th level, your ability to fight amongst the enemy ranks grants you a unique benefit. As long as you are not incapacitated, you gain resistance to damage dealt by allies you can see or hear.

Distracting Presence

At 17th level, you have mastered the art of disrupting enemies to benefit your allies. As a bonus action, you can cause any creature within melee distance to have disadvantage on all attacks, checks, and saves until the beginning of your next turn. You cannot use this ability again until it recharges. Once per round, you may roll 1d6 to recharge this ability. It recharges on a 6.

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