Rogue
Base Class: Rogue

Through trial and error, lurking around in areas and buildings you're not permitted in has taught you many lessons in sneaking and being silent. You've also developed strategies to your allies from the shadows. Covering vast ground without a single sound, and directing your allies with precision while doing so is now coming natural to you. You're the ideal leader for a large heist.

This is an early version of my first ever homebrew subclass. I would appreciate any kinds of feedback. It may not be balanced or properly formatted or well phrased.

Feather Footed (Level 3)

When you Dash, either as a bonus action or action, you may choose to perform a Sneaky Dash instead. If so, you receive only half your movement, but you remain hidden from any creature more than 15 ft. away from you, that is not alertedly looking in your direction.

Instructional Gestures (Level 3)

After you've attacked on your turn, you may use somatic communication in order to command an ally that you can see, within 60 ft. of you. Choose one of the following gestures:

Panic Sweep - If your ally is engaged in combat with 2 or more enemies, they may use their reaction to make attacks with disadvantage toward 3 of the enemies. They may not add any ability modifiers to the damage.

Defensive Faint - If your ally is melee attacked by a creature of size medium or smaller before the start of their next turn, they receive an opportunity attack. If it hits, the target must succeed in a contested athletics check or fall prone.

Timely Retreat - Your ally may use their reaction to move half their movement without provoking opportunity attacks, right now.

Gang Up - Your ally's next attack roll against a target you choose will have advantage. If it hits, you will gain advantage with your next attack roll on the same target, before the end of your next turn.

Offense - Your ally may use their reaction to attack anyone within range with a weapon or cast a damage-dealing cantrip.

Oppurtunity To Regain - Your ally may use their reaction to use a spell, potion, ability, or item that restores health.

Calming Nerves - Your ally may add a d4 to any dexterity based check before your next turn.

You can use a total of commands equal to your proficiency modifier. During a long or short rest you regain all uses, but short rests only regain your uses once in between long rests.

Silent Attack (Level 9)

When making a ranged attack with Darts, Sling, Dagger or Hand Crossbow, the damage die is set to 1d6. When attacking from being hidden with these weapons, the target of the attack will roll an intelligence saving throw. If the attack is a crit the target has disadvantage on the saving throw.

The DC is equal to 16 - (the number rolled on your damage die). When you miss the DC is 16. On a successful saving throw, the target spots you like normal. On a failed saving throw, you remain hidden and may use your bonus action to attack again. After this second attack, the target has advantage on their intelligence saving throw.

(Optional rule) If you wish to use some other ranged weapon with this feature, its damage die is set to 1d6.

Lightweight Combatant (Level 13)

While not wearing armor you can add your wisdom modifier to your AC and your movement speed increases by 10 ft.

Efficient Communication (Level 13)

You gain proficiency in persuasion or insight. If you are already proficient in both of these skills, you may double your proficiency bonus for one of them. You cannot combine this with expertise.

Insight Double Proficiency

Insight Double Proficiency

Insight Proficiency

Insight Proficiency

Persuasion Double Proficiency

Persuasion Double Proficiency

Persuasion Proficiency

Persuasion Proficiency

Masterful Manouvers (Level 17)

In addition to the instructional gestures you have, you gain access to several maneuvers that are difficult to perform.

After you've attacked on your turn, you may use communication in order to command an ally that can perceive you, within 120 ft. of you. Choose one of the following maneuvers:

Decapitating Sweep - If your ally is engaged in combat with more than 2 enemies, they may use their reaction to make melee attacks to up to 8 enemies.

Swindling Strike - If your ally is attacked by a creature before the start of their next turn, they receive an opportunity attack with advantage against their attacker. If it hits, the target falls prone and can’t use any more movement this turn. They may add your current sneak attack bonus to the damage dealt.

Vital Strike - Your ally’s next attack roll against a target you choose will be critical if it hits. If it hits, your next attack against the same target will be treated as a critical if it hits.

Expertly Coordination - Two of your allies may use their reactions to move their full movement without provoking opportunity attacks, right now. They are not affected by difficult terrain. If they are grappled, they may use 5 ft. of movement to escape. If they are restrained, they become grappled instead.

Silhouette Strike - Your ally may use their reaction to make an attack roll with any weapon, cantrip, or spell. If it hits, they may add your current sneak attack bonus, and deals the same damage type as their attack.

Oppurtunity To Restore - Your ally may use their reaction to move up to half their movement, and to use a spell, potion, ability, or item that restores health. They may add your rogue level to the amount of health restored.

Nerves of Steel - Two of your allies may add a d4 to any dexterity based check or saving throw before the start of your next turn. If they roll below a 10, they may treat it as a 10.

You may use these maneuvers an amount of times equal to your wisdom modifier. You regain these maneuvers only during a long rest.

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