Class: Escapologist. The Escapologist is considered a 1st Level Escapologist.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. Or Range 30/60., one target. Hit: 4 (1d6+1) Piercing damage.
Get into Trouble (2/Day). The Escapologist Forces a Creature within 30 ft of it that it can see to make a DC 12 Wisdom Saving Throw, on a Failure if the Target has an attack or effect that causes the Grappled, Incapacitated, Paralyzed, Restrained, or Stunned Conditions they must include the Escapologist as a Target.
Learn Trouble. The Escapologist Makes a Wisdom (Insight) check Contested by a Targets Charisma (Deception) Check if they Pass they learn if the Target can cause the Grappled, Incapacitated, Paralyzed, Restrained, or Stunned Condition.
Description
Escapology
Escapologists devote themselves to studying the survival of dangerous situations. Thanks to this and the nature of Bundheim they often specialize in lock picking, unfastening even the most expert of knots, and enduring the unendurable. They may not cause the most damage or wield the forces of the universe, but killing an escapologist is a true feat.
Escapologists Devote themselves to the art of the Escape, a Tier 1 Escapologist doesn't have the same Talent or Skills as a More Experienced one but they have the Same Knack for getting into Trouble that all Escapologists Possess.
Daring Defense
The Escapologist gains additional Benefits Based on what Armor it is Wearing:
Heavy Armor. The Escapologist has Disadvantage on Dexterity Saving Throws and Reduces all Damage by 2.
Medium Armor. The Escapologists Speed Increases by 5 ft and may Use its Reaction to half Damage it takes.
Light Armor. The Escapologist Gains Advantage on Dexterity Saving Throws and its Speed Increases by 10 ft, Additionally it has disadvantage on Constitution Saving Throws made against effects That Cause Acid, Cold, Fire, Lightning, or Thunder Damage.
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