Base Class: Rogue
Relentless and constantly on a move, you combine your natural agility and knowledge of the terrain to find a path to advance, a path unknown to others or even a path you created yourself by means of using objects or even parts of the structures as steps. You use reflexes and speed to quickly traverse obstacles that may naturally inhibit your way or reach places that are normally not accessible or even use those obstacles to become unpredictable fighter and attack foes in a direction they weren't anticipating. Treasure hunters, wayfarers and even Parkour practitioners to name a few follows this Archetype and knows that movement is the greatest possible advantage you can have in any scenario.
Secret Path
Starting at 3rd level with this Archetype, you can easily discern the landscape around you, the natural occurrences within the place and the oddities that stands out, burning the mental image of the area into your mind and finding a way to efficiently and safely maneuver around them. You also can also find inconsistencies within the area such as uneven flooring or the texture or appearance being slightly out of the context of the structure it came from. You become proficient with Intelligence (Investigation) and Wisdom (Perception) checks when it comes to structures, environment, or anything related to a place that you can see and if you are already proficient with either one, you instead gain an advantage on those checks.
Unrivaled Traversal
At 3rd level, your countless experience traveling and adventuring gave you enough endurance to face the harshness of the dangerous environments and the speed to cover it before anything goes wrong. You no longer have trouble moving in difficult terrain and your walking speed cannot be reduced below 15 feet.
Instead of moving normally, when you start your turn near or in contact with a wall or an obstacle, you may perform a Dexterity (Acrobatics) check and upon success, you use the wall or obstacle as leverage to move or leap in a straight direction and gaining 20 feet of additional movement. When you hit a wall, you may perform this feature once more to continue your movement or leap in a different direction in a straight line or if you hit an obstacle instead, you may use your remaining movement to manuever around or the sides of it before continuing your movement on the direction of your choice. Regardless, each time you repeat this feature, you gain 20 feet of additional movement.
At 9th level, you can perform this feature for three times instead and at 17th level, up to four times. Any attack that targets you while performing this feature, you gain +1 AC each time you use this feature and you lose this bonus the moment you stop moving.
Evasive Maneuver
Starting at 9th level, when you find yourself cornered and know the danger is coming really fast, you turn your surroundings, be it living or not, as a way to get out quickly. When in contact with a wall, an obstacle or there's another creature that is not Tiny in size within melee range when an attack is made against you, you can use your Reaction to make a Dexterity (Acrobatics) check and upon success, you can move up to 15 feet away. If you use a creature to move away instead, they must make a Strength saving throw against your Acrobatics check, otherwise they are knocked 5 feet away from the direction you are moving and they become prone. If the creature succeeds, they gain an attack of opportunity against you and reduces the distance you move equal to the damage dealt.
At 17th level, if you have remaining movement, either the moment you use this feature or on your previous turn, you add your remaining movement as well on a successful check.
You must finish a Short Rest after using this feature before it can be used again.
Lethal Momentum
Beginning at 13th level, you use the momentum of your movement to empower your attacks to hit harder. After moving and stopping on a space with a creature within your attack range, then you perform a weapon attack against that creature right after instead of taking any other actions, your damage rolls gains +1 for every 10 feet of movement you traversed.
Trail of Blood
At 17th level, when faced with multiple adversaries trying to block your path, combining your refined speed, knowledge of the area and your deadly precision to take down your foes as you quickly pass by them. You can use your entire Turn to perform a dash in a straight line while attacking each enemy in your path and within range of your weapon who are in your line of sight. Depending on the weapon you are wielding, your attacks, gains the following effects:
- Ranged Weapon: Grants +3 to your attack rolls and you land a Critical on a roll of 19 or 20.
- Melee Weapon: All attacks are treated as a Sneak Attack and does not provoke an attack of opportunity.
You must finish the a Long Rest after using this feature before you can use it again.
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