Base Class: Rogue
It's not illegal if you don't get caught. This is the creed of the escapist, the scoundrel who moves like the wind and is impossible to pin down. Whether their skills are used to evade the law as a thief, survive deadly traps as a dungeon delver, or even entertain the masses as a street performer, all escapists hold the freedom of movement in the highest regard, and strive to maintain it in everything they do.
To emulate the escapist is to undergo constant exercise, increasing flexibility and coordination on a daily schedule. Rust halts the machine; so too does stiffness to the body. Depending on the individual, an escapist might be considerably fidgety, not wanting to stop moving. Others may sit eerily still, wanting to preserve their fast twitch muscles for when the moment is right. Some even include jujitsu techniques in order to use an enemy's momentum against them.
Regardless, the escapist values quick and decisive movements as well as fluidity and freedom.
Struggler
You have undergone rigorous exercise in order to make your body more flexible and harder to keep a grip on. Starting at the 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Acrobatics) check to escape a grapple.
Two Steps Ahead
Additionally at the 3rd level, enemies who think they can get the drop on you are wrong. If you have not taken your turn in combat, all attack rolls against you are at disadvantage. In addition, if an enemy attacks you during the first turn of combat, you may use your reaction to attack that enemy.
Evasive Maneuver
You have heightened your senses and are able to make your body react with incredible speed and dexterity. Starting at 9th level, when you use Uncanny Dodge, you can move up to half your speed as part of your reaction. This movement doesn’t provoke opportunity attacks.
Escape Artist
Escaping is an art form, and you have become a master of it. At 13th level, you have advantage on ability checks and saving throws against being grappled, restrained or paralyzed.
Untouchable
It becomes nearly impossible to lay a finger on you, and those who try will learn why. At 17th level, once per turn, when a creature attacks and hits you with a melee attack, if there is another enemy creature within 5 feet of you, you may use your reaction to make a Dexterity (Acrobatics) check, DC 15. On a success, the attack hits the other creature instead. This is considered a Sneak Attack. Every time you use this ability before a long rest, the DC increases by 5. On a failed Dexterity (Acrobatics) check, the attack hits you as normal and you can no longer use this ability until you complete a long rest.
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Posted May 24, 2023Thank you kindly!
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Posted May 24, 2023One of the best homebrew subclasses. You can't change my mind.