Rogue
Base Class: Rogue

The Scrapper is an adept user of unorthodox and backhanded tricks to get by in sticky situations.

It's All in the Timing

When you choose this archetype at 3rd level, you understand that an offbeat approach can do wonders.

When a reaction can be made, but you have used your reaction already, you can choose to trade your following Action for a Reaction. Once and only when you've used your Action in this way, you may take another Reaction in trade for your following Bonus Action.

If both your Action and Bonus Action are used in this way, you may only use your Movement and Special Actions on your turn.

You can use your sneak attack on the first attack reaction before your next turn.

You can also move your walking speed using a reaction.

Best Foot Forward

Starting at 3rd level, you know the care in your first step could mean the difference. You can give yourself a plus or minus to your initiative rolls equal to your Intelligence modifier.  You can do this after you see when everyone is going.

You also gain half proficiency in Acrobatics and Athletics, if not already proficient.

Freehand

At 3rd level, your fist also gets a die and scales alongside Sneak Attack.

If you attack with your fist, you can roll to Stun the target. This can be done an amount of times equal to your Intelligence Modifier.

Bare Knuckle. You can choose to apply Sneak Attack to your fist, which will instead cause Stun on the target.

Off Kilter. You make an attack with any attack and apply this feature to it in place of your Sneak Attack. Hit or miss with that attack and the enemy must make a dexterity save. On a fail, they fall prone.

Circumvent

Instead of using your bonus action to Hide, you can take your action to move behind the enemy and hide.

In this action, you can move through an enemy space as rough terrain.

The target and you roll a contested Intelligence Check. On a success, you are hidden from them.

If the enemy changes targets, you can move freely away without taking an attack of opportunity or you can make an attack of opportunity with the chance to apply Sneak Attack damage. If they attempt to look for you, you must use a reaction to do another contested Intelligence Check.

Parkour

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Also, you gain a climbing speed of 30 ft.

Distracting Wound

Beginning at 17th level, the wounds you make cannot be ignored.

When you land a Sneak Attack, the next attack against that target gains advantage.

When you score a critical on a Sneak Attack, you give advantage to all attacks against that target until your next turn.

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