Base Class: Rogue
You open up the possibilities to employing multiple potential strategies to get the upper hand on opponents in and out of combat through speed and/or enhanced stealth. In times of extreme danger, these rogues apply a momentary burst of energy to turn situations around when most needed.
Level 3: Skit Surge
When you use a bonus action to dash, disengage or hide, you receive a second bonus action (temporary) on your turn. You can use this feature as many times as your Proficiency Bonus and replenishes after a long rest.
Level 3: Feather Foot
You move on the balls of your feet at a hurried pace, making as minimal noise as possible. Whenever you stealth/hide, you only sacrifice 5 feet of movement to forego spending half your movement speed in sneaking on your turn.
Level 9: Fast Whip
You've learned to quickly toss throwable weapons, items, etc. in strategic repositioning. You can now throw objects, using a bonus action.
Level 13: Fetal Defense
You're used to hunkering down when caught within a certain blast radius. If you used the Hide Action on your previous turn and remain hidden when caught in an area effect requiring either a CON or DEX saving throw, you have advantage on the save.
Level 17: Tactical Insertion
The possibilities are endless when it comes to a tactical strike. You no longer need a finesse nor ranged weapon to do sneak attack damage as long as you make an attack roll. All other rules of Sneak Attack apply.
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