Rogue
Base Class: Rogue

Many rogues are well known for their ability to get into and out of places with ease, and for their quickness and agility in and out of combat, but few are as skilled at parkour as Freerunners are. Freerunners are nimble, able to accurately weave their way through crowds and tumble under attacks.

Freerunning

When you choose this archetype at 3rd level, you gain proficiency in Acrobatics and Athletics, and your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Additionally, your extensive training in the art of freerunning comes to a head. You gain the following benefits:

  • You can use your Dexterity score instead of your Strength score to determine your jump distance and when you make an Athletics check.
  • You spend 5 feet of movement to stand up from prone, instead of half your movement.
  • Whenever you make a long jump, you automatically succeed on the Strength (Athletics) check to clear low obstacles.
  • You treat gaps and changes in elevation of up to 5 feet as flat ground when moving.
  • You can use your reaction to reduce any falling damage you take by an amount equal to your rogue level.
  • You gain a climbing speed equal to your walking speed.

To gain these benefits, you can’t be wearing medium or heavy armour or wielding a shield, and you can only be wielding a light weapon in one hand.

Duck and Tumble

At 3rd level, you can roll and tumble just out of reach of a creature’s strikes as you move. Whenever you use your Sneak Attack on a creature on your turn, you gain the following benefits for the rest of your turn:

  • The creature has disadvantage on opportunity attacks against you.
  • You can move through the creature’s space if it is your size or larger.
  • You can use your reaction on your turn to make a ranged attack against a creature whose space you have moved through that turn.

To gain these benefits, you can’t be wearing medium or heavy armour or wielding a shield, and you can only be wielding a light weapon in one hand.

Momentous Strikes

Starting at 9th level, you have learned how to build up momentum and use your speed to strike deep. Whenever you move at least 20 feet in a straight line towards a creature on your turn, you can use your Sneak Attack against the creature even if you don’t have advantage on the attack roll. All the other rules for Sneak Attack still apply.

Expert Reflexes

At 9th level, your trained eye and focused mind allow you to act more quickly and with certainty. You give yourself a bonus to your initiative equal to your Wisdom modifier.

Wall Runner

At 13th level, you can perform feats of acrobatics that border on the impossible. When you take the Dash action, you can move across vertical surfaces without falling during your movement, and you spend one foot of movement for every two feet you clear on a jump.

Swoop Strike

At 13th level, you learn how to break a fall with a creature’s body. If you fall at least 15 feet into the space of another creature, you can make a melee attack against it as a reaction, performing a swoop strike on that creature. If the attack hits, you can add half your Sneak Attack dice to the damage, even if you have already used it this turn. In addition, you gain resistance to the damage from the fall, and the target takes the same amount of damage you took from the fall.

Unstoppable

At 17th level, your masterful dexterity allows you to skip over any obstacles and shrug off anything that would try to contain you. You ignore all difficult terrain, you have advantage on all saving throws made to resist being paralysed or restrained, and you have advantage on checks made to escape a grapple. In addition, all opportunity attacks against you have disadvantage, and a creature affected by your Duck and Tumble feature can’t make opportunity attacks against you.

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