Rogue
Base Class: Rogue

Whether you are a mercenary, vigilante, or criminal, you are first and foremost a thrill-seeker. You seek out more and more dangerous scenarios, performing more and more outrageous stunts, all in the name of chasing an adrenaline high.

Acrobatics

At 3rd level, your exploits make you daring enough to attempt more and more daring maneuvers. When you make a successful Sneak Attack, you can perform an acrobatic stunt from the list below.

Acrobatic Stunts

Acrobatic Leap

You gain a fly speed equal to your movement speed until the end of your turn. If you wish to change directions, you must push off of a solid surface, object, or creature. If you are in the air at the end of your turn, you fall.

Adrenaline

You can make an additional weapon attack before the end of your turn.

Ricochet

The first time before the end of your next turn you make a thrown or ranged weapon attack, you can ricochet it off a nearby surface. Choose an object or surface within range. You bounce the attack off of that surface, effectively making the attack roll from that position. If you made a thrown weapon attack, the weapon returns to your hand immediately after you make the attack if it has the range to do so. If the attack hits, it qualifies for Sneak Attack as long as it meets the other Sneak Attack conditions.

Sidestep

Until the end of your turn, you can take the dodge action as a bonus action. If you dodge and an attack misses you, you can move up to 10 feet without using a reaction.

Street Scrapper

Also at 3rd level, you have proficiency with improvised weapons, and improvised weapons have the finesse and thrown (20/60) properties for you.

Splinter

At 9th level, everything becomes a deadly missile in your hands. All weapons you are proficient with gain the thrown (20/60) property for you. Additionally, when you make a successful weapon attack with an improvised weapon, you can choose to break the object to apply Sneak Attack as long as you didn’t have disadvantage on the attack roll. A broken object can no longer be used as an improvised weapon.

Parkour

At 13th level, you can expertly and safely execute impossible movements. You gain a climbing speed equal to your movement speed, and when you would take fall damage, you can use a reaction to take no damage instead.

Heightened Senses

At 17th level, the senses and instincts necessary to execute your daring stunts heighten to an almost superhuman level. As long as you are not deafened, you have blindsight to a range of 30 feet.

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