Rogue
Base Class: Rogue

Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their mastery of stealth and slight of hand to avoid conflicts. However, there are some who seek out dangerous situations, and leave for the adrenaline rush that comes with a near-death experience.

Daredevil rogues will go out of their way to justify risky situations. They would rather leap across rooftops then walk the streets, swing from the trees instead of ride in a wagon, and in turn, they develop a knack for avoiding certain death.

Level 3: Aerialist

When you leap through the air you appear to be flying to all but the most potent observers. In addition, you use your reflexes and acrobatic skill to propel yourself through the air. You gain the following:

Climber.
 You gain a Climb Speed equal to your Speed.

Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

Level 3: Death from Above

You can use your maneuverability and momentum to turn your airborne body into a projectile. If you fall at least 15 feet through the air before making a melee attack, you gain advantage on the attack.

In addition, if your attack hits a creature of size Large or smaller, you can force the creature to make a Strength saving throw or be knocked Prone. The save DC is equal to 8 + your proficiency bonus + your Dexterity modifier. 

 

Level 9: Slow Fall

Your experience falling from heights has made you an expert in landing without hurting yourself. As a reaction, while falling, you can reduce any falling damage you take by an amount equal to five times your rogue level.

Level 13: Defy Death

Your affinity for risky behaviour has been cause for many near death experiences, granting you a certain sad familiarity with death. You gain proficiency in death saving throws. In addition, when you roll an 18 or higher on a death saving throw, you may treat it as if you had rolled a 20.

Level 17: Defy Gravity

Your ability to manoeuvre your body through the air becomes mesmerizing. Whenever you take the Dash action, you gain a fly speed equal to your remaining movement speed until the end of your turn. You fall if you do not land on a solid surface.

Additionally, when you make a Dexterity saving throw to avoid falling or losing your balance, you can treat any roll of 9 or lower as a 10.

Daredevil Image

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