Base Class: Rogue
Rogues are widely known for being tricky, deceptive, and skilled killers, but you have chosen to dedicate your talents to a different calling. You are a master of performance through wit, flair, and impossible redirection. No lock can block your path, no straightjacket can restrain your movements, and your absolute mastery over your surroundings turns any battlefield into your personal stage. Like the legendary escape artists of old, you are completely untrapable.
Bonus Proficiencies
You gain proficiency in Sleight of Hand and Performance.
Slippery Meat
You can squeeze through spaces half your size without expending extra movement. You have advantage on ability checks made to escape a grapple or end the restrained condition, and you can use your Acrobatics instead of Athletics. You also have advantage on thieves' tools checks made to pick locks or escape physical restraints.
Escape Hatch
As a bonus action, you can expend 1 Escape Point to teleport up to 30 feet to an unoccupied space you can see. If you land in dim light, darkness, or cover, you can make a Stealth check to hide as part of this bonus action. You have a pool of Escape Points equal to {{modifier:int+proficiency}} per short or long rest.
Vanishing Act
As an action, expend 1 Escape Point for yourself and 1 extra point per willing ally within 30 ft. You all teleport up to 60 ft away. Teleported allies have their movement speed reduced to 0 until the start of your next turn. Until the end of your next turn, your Sneak Attack deals an extra {{scalevalue}} psychic damage for each ally you teleported (max 4d6).
Smoke and Mirrors
When using Escape Hatch or Vanishing Act, leave an illusory double behind for 1 round. The first time a creature attacks or moves through it, it explodes. The attacker must make a WIS save (DC {{savedc:int}}) or be blinded until the end of its turn.
The Ultimate Bound
Your Escape Hatch distance increases to 60 ft, and Vanishing Act increases to 120 ft. Additionally, once per long rest, when reduced to 0 HP or killed outright, use your reaction to drop a dummy, heal for {{classlevel+modifier:int}} HP, and activate Escape Hatch immediately without spending a point.
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