Rogue
Base Class: Rogue

It is often taken for granted how messages are delivered by those who cannot regularly afford magical messaging. The deliveries of parcels and letters to other places across the broad world is often accomplished by couriers, but then also, when nobles or merchants need something sensitive delivered fast into dangerous territory, that is when better, more accomplished couriers are required. The Freerunner Couriers aren't necessarily referred to as such, but the many courier companies across the worlds and realms all employ some expert acrobats and fleet-footed delivery experts.

In Avalestra, no one makes more use of these experts than the Avalestra Adventurer's Guild. The Guild Couriers are well-honored and recognized as being vital to the infrastructure of the guild itself. Known for a high turnover rate and a low life-expectancy, the truly capable Guild Couriers will take on any job the guild offers, including delivering to dragon's dens, cities of the dead, or to flying islands in the clouds.

Certain Steps

At 3rd level, you have become acutely aware of your foot placement, and you can step steadily on almost any surface or terrain safely. This vital skill is often required for fast deliveries in harsh terrain. You gain proficiency in your choice of Acrobatics or Athletics, and you double your proficiency bonus for all Dexterity (Acrobatics) rolls. Whenever you would make an Acrobatics check regarding balance, if you roll 9 or less on your die roll, you may treat that roll as if you had rolled 10 instead.

Mystical Speeds

At 9th level, you've become extremely fleet-footed, able to beat most people in any footrace, and in tight situations, you can call upon some trade secrets to magically empower you or your allies. You gain a Speed Boost, which you may use to affect any form of movement you undergo. While you are moving, you may add 10 ft to any one movement you make in that action once per turn.

Additionally, you gain a new option for your Cunning Action, the Bolster action. You may use the Bolster action as if it is the Help action or you may use it to cast your choice of the Longstrider or Jump spells as if you were a 1st level Wizard. You may cast either one of those spells two times before you must finish a long rest to cast those spells using this feature again.

Feather-Step

At 13th level, you're not only fast and sure-footed, but you can now cross surfaces you could never have crossed before due to your mystical training. You gain the following benefits:

- you gain +10 Speed.

- if you are moving, you are treated as if you are under the effect of a Water Walk spell unless you are underwater, and you may submerge yourself underwater at will while moving on it. If you end your movement on a fluid substance you will immediately fall into the fluid.

- you can run up walls and across ceilings, and step on items too light or infirm (i.e. banner poles or small tree branches) to carry your weight for as long as you remain moving. If you end your movement on a wall, ceiling, or infirm object, you will fall (infirm objects may also break as your weight is fully applied).

Additionally, you can now perform an expert tumbling strike. When using the attack action, you can roll Acrobatics at a DC of 12, and if you have moved at least 10 feet since you started your turn, and if you then hit with a melee weapon attack roll, you add +1d6 damage of the type that weapon deals to the damage roll of the attack. You do not provoke attacks of opportunity from a creature you attacked this way until the beginning of your next turn.

Perfect Poise

At 17th level, your speed is legendary, and your acrobatic capabilities exceed all known norms. You truly can project your entire body almost anywhere you'd deem you should be, and you'll arrive fast and intact in startling fashion. You are treated as if you are always under the effects of a Freedom Of Movement spell. 

Additionally, whenever you make a successful Acrobatics check and end your movement within 10 feet of a creature, you gain Silent Poise for as long as you remain in your current square. Whenever you would attack that creature, if you hit while you have Silent Poise, you may expend it to have all dice of damage dealt on that attack deal that much damage +1. You may only have one instance of Silent Poise at one time.

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