My Documents
Become a Patron!
### Harrier You excel in adroitness and agility above all else, even compared to other rogues – using your honed bodily control, you can throw your momentum behind your efforts. Rogues that subscribe to this archetype can be lithe athletes, circus acts, runners for underground organizations, or specialized soldiers. The Harrier leverages their speed to accomplish feats that, at first glance, defy plausibility. #### Runner's Soul *3rd-level Harrier feature*
You gain proficiency with cobbler's tools, or if you're already proficient, you instead gain proficiency with your choice of leatherworker's tools or weaver's tools. #### Instant Larceny *3rd-level Harrier feature*
You have an uncanny ability to pickpocket and swipe objects when on the move. When you take the Dash action and you move within 5 feet of a creature or object, you can make a Dexterity (Sleight of Hand) check to attempt an act of legerdemain against the target as part of the same action, such as to pick a pocket or steal an item. Creatures have disadvantage on ability checks to notice such an act if you move more than 5 feet away from the target immediately after you make the check. #### Lethal Flash *3rd-level Harrier feature*
When you take the Dash action, you gain the benefits of the Dodge action until the end of that turn, and you gain an additional way to use your Sneak Attack that turn: you don't need advantage on the attack roll to use your Sneak Attack against a creature if the attack was made using a
melee weapon and you moved at least 10 feet
directly towards it before the attack, provided
you don't have disadvantage on it. All the
other rules for Sneak Attack still apply to you. \columnbreak #### Mutefoot *9th-level Harrier feature*
It's second nature for you to step in ways others find unthinkable. You can move stealthily at a normal pace, and your movement on foot doesn't cause you to trigger traps unless you wish to. Additionally, while you're moving, tremorsense can't pinpoint your location, and other creatures have disadvantage on ability checks to hear you. #### Shadowless Flight *13th-level Harrier feature*
Your bursts of speed from a standstill can confound the eye, causing you to seemingly vanish into thin air. When you take the Dash action, you gain the following benefits until the start of your next turn:
- Your movement is unaffected by difficult terrain. - You can move across vertical surfaces without falling during your move. - You can choose to be invisible while you're moving. #### Inertia Hammer *17th-level Harrier feature*
You move so swiftly that your momentum hits like a meteor. When you use your Lethal Flash feature to deal Sneak Attack damage, the damage increases by 1d6 for every 10 feet you moved directly towards the target immediately before the attack (to a maximum of 10d6 additional damage).
Art Credit: Brian Sola, WotC