Rogue
Base Class: Rogue

You have an inability to stay still, which has been a problem, but you have finally found a way to utilise it by using you need to move to help you in combat or whilst traversing city’s.

Hard to pin

Your inability to stay still Makes you hard to pin down.

You are immune to the grappled condition and getting up  from prone costs no movement.

When you take the disengage action, you no longer provoke opportunity attacks  for the rest of the turn, unless you make an attack.

Adrenaline Rush

You get a rush of adrenaline go through your body.

You learn the haste spell and regain it when you fall below half health.

When you are below half health your movement speed is increased by half of your original speed.

You can forgo this increase and gain an extra melee attack.

Both effects end when you rise above half health.

Momentum

You use your momentum to attack.

When you move at least 10ft you can use your momentum to push a creature, as a bonus action, the distance you moved halved and must make DEX saving throw or fall prone.Also you move to the space the creature was in. You also take 1d6 bludgeoning damage per 10ft you moved. You must roll to hit using STR as the modifier and on a miss you take 1d8 bludgeoning damage per every 10ft you moved and stay within 5ft of the creature.

When you move at least 10ft you can use your momentum to use a melee attack at advantage, but you have to keep moving the distance you moved before the attack, this does not provoke opportunity attacks.

Manoeuvrability

Your momentum becomes so powerful that you can traverse almost anything.

You can run on walls and ceilings as if they were the floor. If you stop moving you can spend one turn wherever you stopped and then you fall back down, unless you use your max movement on that turn then you can stay there until the start of your next turn.

If you move at least 10ft before you fall you take half damage. If you use your full movement before you fall you take no damage.

When you move at least 10ft you can move around a creature in its space.

You are no longer affected by terrain difficulty’s.

And when you take the dash action creatures have disadvantage on perception checks to see you.

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