Rogue
Base Class: Rogue

A Vagabond Rogue need not worship either of the gods who endorse this subclass to benefit from their gifts. Fans of chaos and fun, both gods have been known to bestow favor upon those who represent these attributes without any deference from the mortal in question. It is no wonder, then, that some of the most gifted and lively thieves wake up with abilities they never possessed before. However, some of these new abilities may come with some unforeseen side effects... 

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action.

Now You See Me

When you choose this archetype at 3rd level, you gain the ability to burst into a cloud of petals, glitter, or smoke before becoming completely invisible to the untrained eye.

In addition, you may add +3 to any Stealth Checks as even the sounds of your footfall and breathing are dampened while invisible.

Whirlwind Strikes

Starting at 9th level, you can choose to take the Action Whirlwind Strikes once per long rest. This action allows you to appear within the melee range of an opponent who is no more than 60 feet away from you, take two melee actions, and disappear to an unoccupied space outside the opponent's melee range without incurring an opportunity attack. When you do this, you disappear and reappear in a shower of petals, glitter, or smoke. However, doing this will require you to roll on the Wild Magic Surge table. 

Goo Walk

You can become partially incorporeal, like a ghost. As a bonus action, you assume a liquid or gas-like form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have a disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest. To use this feature, you must roll on the Wild Magic Surge table. 

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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