Base Class: Rogue
Radical in your belief against tyranny, you take arms and and take your rebellion to the streets. As protest breaks out, you are the one to cause the riot, you rush in to attack the lapdogs of the tyrant. After making the bootlickers bleed, you melt back into the crowd to ready to strike again. Vanguard of the mod, and first to strategically pull back. Live to fight another day against tyranny. Tyrants may not die in a single day, but you can bleed them until they do.
Decenter Rogue use their speed to bob and weave through the battlefield rushing down targets and picking them off. Decenters run around the battlefield drawing enemy attention, with means to escape their wrath. While running around the Decenter can deal damage and slip out causing choas throughout the battle.
Bonus Mobility
Gain an additional 5 ft. to your movement speed, and then another additional 5 ft. at 9th, 13th, and 17th Level. At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move.
Hit and Run
Starting at 3rd Level, you attack with speed and escape retaliation. After you deal damage to a creature with Sneak Attack, you can move away from that creature without triggering an Attack of Opportunity.
Wave Dash
Starting at 9th Level, you learned how to weave and move through the crowd with ease. Whenever you Dash, you can move through your allies and enemies but you cannot end your movement in the same space as your ally (unless your ally is smaller or larger than you, you can be in the same space) and/or enemy. If you move through an obstacle(s), you can roll advantage on any Skill Check or Saving throw involved bypassing that obstacle.
If you move through an enemy, they must make a Wisdom Saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On fail, the creature can only target you with an attack and they roll with disadvantage when attacking you, this effect remains on them until the end of their turn.
Radicalism
At 13th Level, you are devotion allows you to push further and endure punishment for your cause. Whenever you take damage from Attack of Opportunity(s), you take only half the damage and your movement cannot be stopped by non-magical means. If you move into a space that causes you to make a Saving throw, such as a spell's area of effect, you can roll with advantage.
Battering Ram
Starting At 17th Level, you attack with full momentum. Whenever you make a melee attack, you deal additional 2 damage per 5ft. of movement used before your attack. If your attack that used Battering Ram drops the creature's hit points to 0, if another creature was next to the damaged creature and is in the same direction as you, transfer the leftover damage to that creature. You can use this feature once per turn.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a short rest.
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