Rogue
Base Class: Rogue

You're always ahead of the team, always in front of the group. You're the Scout, the one that tells your fellows when someone is coming or where something might be hidden. You find the trails that others cannot, and you move with such grace that others are left astounded at your abilities.

Diligent Scouting

When you take this archetype at 3rd level, you can add your Intelligence modifier to Dexterity (Stealth), Wisdom (Perception) and Wisdom (Survival) checks.

Powerful Legs

Honed through experience, exercise, and possibly fantastic genetics, your legs are role models for younger legs to aspire to. At 3rd level, your movement speed increases by 10 ft and when you jump, you cover twice the distance or go twice as high as normal. The damage you take from falling is halved.

Remarkable Acrobat

Starting at 9th level, you gain proficiency with Dexterity (Acrobatics) checks. If you already have proficiency with Dexterity (Acrobatics), you instead have double the proficiency bonus to that skill. If you already have Expertise in Dexterity (Acrobatics), then add half of your Strength modifier to that skill. Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check that involves jumping, you make the check at advantage.

Double Tap

Starting at 13th level, when you attack a surprised enemy, you can make one extra attack against that enemy.

Acrobatic Flow

When you've reached 17th level, you've learned how to control the flow of your body and can perceive how things will affect you with extreme precision. As an action, you can activate your Acrobatic Flow. This allows you to attempt to evade an attack when an enemy successfully beats your AC with an attack roll. Make a Dexterity (Acrobatics) check to avoid the attack, where the save DC is equal to the enemy's original attack roll that had beaten your AC. If you succeed on the check, you evade the attack. During Acrobatic Flow, you cannot make attacks with ranged or thrown weapons. Acrobatic Flow lasts for a number of rounds equal to your Dexterity modifier and ends at the end of your turn on the appropriate round. You can make use of this ability again after a long rest

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