Base Class: Rogue
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. But not some. Some rogues fall into it by happenstance, and would run away if they could. There's a name for this type of rogue in every language. In common, they are simply known as cowards. Rarely valued by thieves' guilds for their low thresholds for danger and pain, a coward has grown adept at running away and rarely puts up any fight except as a last recourse.
You master the age old, tried and true art form of conflict avoidance. You have learned to bluff your way out of most risky situations, and when diplomacy fails you have a knack for evading attackers with panicked ease. Your constant paranoia also grants benefits to your companions as your heightened awareness never ceases to identify potential threats.
Selectively Multilingual
Starting at 3rd level, you gain the ability so say the following phrases in 7 languages of your choice: "Yes, ""No," "Help me!" "Don't shoot!" "Don't kill me!" "They went that way!" and "I don't want to fight!"
Fueled By Fear
Also at 3rd level, when your current hit point value drops below half of your hit point maximum, for one minute your base walking speed is increased by 10 feet, your jump distance is increased by 5 feet, and difficult terrain does not cost you extra movement.
Once you use this feature, you can't do so again until you finish a long rest.
Cunning Retreat
Also at 3rd level, you gain advantage on stealth and deception checks when you believe you are being pursued.
Cowardly Instincts
Beginning at 9th level, when you are targeted by an attack you can see or hear, you may use your reaction to instinctively flinch and replace the bonus granted by your armor to your AC with your perception modifier. Until the beginning of your next turn, your AC will be equal to your base AC + Dexterity Modifier + Perception Modifier.
You may not take Cowardly Instincts as a reaction if you took the Attack action or wore Medium Armor or Heavy Armor since the beginning of your last turn.
Bait
Beginning at 13th level, when someone makes an attack on you, any creature engaged with your attacker may take an attack of opportunity.
Acute Paranoia
At 17th level, your practiced paranoia has reached its highest level of usefulness. You gain +3 to your passive perception. In addition, whenever you make an ability check in attempts to detect or avoid harm that lets you add your proficiency bonus, you can treat a d20 roll of 14 or lower as a 15.
Comments