Base Class: Rogue
Lithe, springy, maneuverable, these are all things the flyer is. The flyer is the dependable top, the one that draws the eyes at the top of the girl pyramid, they know how to control their body, they know how to perform, and they know how to never lose focus. Flyers are usually the face of groups they're in, and if not the face, the most certainly are doing something very skilled and very delicate.
Center of Attention
Starting at 3rd level, you can use your cunning action to call out to creatures you are fighting, giving disadvantage on them attacking any creature but you until the start of your next turn.
Jumps And Flips
Starting at 3rd level, opportunity attacks have disadvantage to hit.
Falling With Style
Starting at 9th level, you are immune to fall damage, and, if you pass through an allies space that has not used their movement, you may, with their permission gain movement equal to up to their entire movement speed, they lose the movement speed you gained, this lasts until the beginning of your next turn.
Alive, Awake, Alert
Starting at 13th level, you gain advantage on initiative rolls, cannot be surprised, and cannot be targeted by opportunity attacks.
T-E-A-M P-L-A-Y-E-R
Starting at 17th level, when your allies have advantage on an attack or are attacking a creature within 5 feet of an ally, they add half of your sneak attack dice to their attack damage. You also gain 10 feet of movement speed, are constantly under the effects of the jump spell, and while any creature that holds on to you while falling is immune to falling damage.
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