Rogue
Base Class: Rogue

 

Daring Acrobatics

 

You have learned to use your surroundings as part of your fighting style.

Once on each of your turns, when you move at least 10 feet as part of a daring stunt, you gain the following benefits until the end of your turn:

  • You do not provoke Opportunity Attacks from creatures you moved away from during the stunt.

  • You have Advantage on the next attack roll you make before the end of your turn.

  • You can interact with one object as part of the stunt.

A daring stunt can include swinging from a rope, vaulting over furniture, sliding beneath a creature, running along a narrow surface, leaping from a height, kicking off a wall, or another creative maneuver that uses the environment.

The DM determines whether a stunt requires an ability check. Ordinary cinematic maneuvers succeed automatically, while extremely risky actions may require a Dexterity (Acrobatics) check.

 

Scoundrel’s Tricks

 

You know how to turn distractions and chaos into advantages.

When you perform a daring stunt, you can use one of the following tricks:

Distract.
You create a sudden distraction, such as throwing a drink, kicking sand, flipping a table, or creating a commotion. Choose one creature within 10 feet of your path. The creature has Disadvantage on the next attack roll it makes before the start of your next turn.

Disrupt.
You use momentum or the environment to move a creature. When you hit a creature after your stunt, you can push it up to 5 feet.

Obstruct.
You create a temporary obstacle. Choose a 5-foot space you moved through. That space becomes Difficult Terrain until the start of your next turn.

Escape.
You move through a creature's space during your stunt. That creature cannot make Opportunity Attacks against you for the rest of your turn.

You may only use one per turn

 

You gain proficiency in acrobatics, performance, or persuasion. If you already have proficiency, gain expertise.

Whenever you make an ability check of acrobatics, performance, or persuasion and you fail, you may reroll and you must use the new roll.

You can use this feature a numbers of times equal to your proficiency bonus per long rest

Battlefield Trickster

 

Your ability to manipulate the battlefield improves.

When you use Scoundrel's Tricks, you can create more dramatic effects:

Distract.
The target must succeed on a Wisdom saving throw or also be unable to take Reactions until the start of your next turn.

Disrupt.
The distance you can push a creature increases to 10 feet. If the creature collides with an object, obstacle, or another creature, the DM may call for a Dexterity saving throw to avoid falling prone.

Obstruct.
You can affect a 10-foot area instead of a 5-foot space.

Escape.
You can move through the space of a creature one size larger than you.

Master of Mayhem

 

You have become a legend of improvisation and chaos.

When you use Daring Acrobatics, you can perform a second Scoundrel's Trick during the same turn. The second trick must be different from the first.

Additionally, once on each of your turns, when you interact with an object or environmental feature as part of a stunt, you can cause one of the following effects:

Swing Away.
You move up to half your Speed without provoking Opportunity Attacks.

Create an Opening.
One creature you affect with your stunt has Disadvantage on the next saving throw it makes before the start of your next turn.

Chain Reaction.
You affect a second creature or object within 10 feet of your original stunt.

Your movement and interactions are limited only by what the environment reasonably allows.

Perfect Timing

When a creature within 5 feet of you misses you with an attack, you can immediately move up to half your Speed without provoking Opportunity Attacks.

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