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### Daredevil While all rogues serve a dangerous profession, Daredevils thrive on the razor's edge, throwing themselves into impossible situations for the rush of cheating death itself. You draw strength and pride from courting danger and emerging (mostly) unscathed, time and time again. Your abilities may come from raw physical and tactical skill, or from Lady Luck herself, but you've learned not to ask too many questions and simply take a leap of faith. ##### Daredevil Features | Rogue Level | Feature | |:---:|:-----------:| | 3rd | Adrenaline Rush, Untouchable, A Dangerous Game | | 9th | Daring Escape | | 13th | Risk Assessment | | 17th | Death Wish | #### Adrenaline Rush When you choose this archetype at 3rd level, you learn to dive headlong into danger and emerge unscathed. When you take the Dash action, opportunity attacks against you are made at disadvantage until the end of your turn. When you take the Disengage action, your speed increases by 15 feet until the end of your turn. #### Untouchable When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. #### A Dangerous Game You are at your peak when surrounded by threats. Beginning at 3rd level, you gain two additional ways to use your Sneak Attack: you don't need advantage on your attack roll to use your Sneak Attack against a creature if another hostile creature or damaging effect (such as a *flaming sphere* or a pit of spikes) is within 5 feet of you, or if the target is below one-quarter of its maximum hit points. You must not have disadvantage on the attack to trigger your Sneak Attack. #### Daring Escape You hone your ability to get out of (and into) sticky situations. Beginning at 9th level, you may make a Dexterity (Acrobatics) check for any feat of non-aquatic movement, such as clearing a gap or climbing a wall, instead of Strength (Athletics) or another ability check. \columnbreak #### Risk Assessment You continue to master the deadly calculus of courting danger. Beginning at 13th level, you gain advantage on initiative rolls. However, you may instead choose to roll your initiative with disadvantage. If you do, your speed increases by 15 feet until the end of combat, and you gain two luck points, which expire after 1 minute. You may use a luck point to reroll any attack roll, ability check, or saving throw, and choose which d20 is used for the result. #### Death Wish You thrive on the cusp of life and death. Beginning at 17th level, when you fall below half of your maximum hit points, you gain the effects of the *haste* spell. The spell does not require concentration, cannot be dispelled, and persists while you are incapacitated. The effects end after 1 minute or if you rise above half of your maximum hit points, but you do not suffer the turn of no actions that *haste* normally inflicts. You may use this ability twice, replenishing on a short rest. > **Author:** /u/wavec022