Rogue
Base Class: Rogue

Rebels are determined people who embrace a cause and are willing to oppose laws in order to change things. Stealth and deception are their way of survival and they use concealed weapons, precise strikes and every opportunity at their disposal to attack the authorities.

Hit and Run

Whenever you are hidden at the start of a fight, your first ranged attack does not reveal your position to enemies.

Compromised material

You are considered to have advantage on all Dexterity checks (Stealth and Sleight of Hand) to conceal Small or minor objects and light weapons.

Unstable Alchemy

You gain proficiency with alchemist’s supplies (which you can use with your Charisma modifier). In addition, as a bonus action, you can impregnate a weapon or projectile with a highly flammable fluid. When you hit the target, it takes 1d6 fire damage at the start of each of its turns. A creature can attempt to extinguish the flames by using its action to make a DC 10 Dexterity check.

Unbreakable Spirit

You add your proficiency bonus to Wisdom saving throws. You also gain advantage on rolls to resist interrogation and torture methods that do not use magical means.

Burning Ideals

You gain the ability, using all manner of alchemical concoctions, to hurl a powerful fiery explosive at a target. As an action, you can throw this flask up to 30 feet, causing it to shatter on impact. Make a ranged attack roll against the creature or object (you have proficiency with that attack). If it hits, the target takes 8d6 fire damage. In addition, all creatures within 20 feet of the target and the target itself take 2d6 fire damage at the start of each of its turns. A creature can attempt to extinguish the flames by using its action to make a DC 14 Dexterity check.

Once you use this trait, you must finish a long rest before you can use it again.

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