# Roguish Archetype: Leg-based Deceiver Legs. Most species' got 'em. Most people use 'em. But how well do you use them? Well enough? Unlikely. Legs are an untapped market of potential. Only the truly leg-endary can get their foot in the door on this one. In the race to the finish line, the winner is the one who's a leg ahead. (We cannot emphasize enough how much this is not a weird foot thing.) ### Legging It When you take this archetype at 3rd level, your speed increases by 10 feet. Additionally, your leg tricks allow you to deceive enemies as to your true direction. When you *Dash* as an action or bonus action, you automatically gain the benefits of the *Disengage* action. ### Take A Leg At 3rd level, your knowledge of legs and anatomy have enhanced your knowledge of the body, allowing you to repurpose your sneak attack to aid your allies. You have a pool of d6s equal to double your Sneak Attack dice. As a bonus action, you may touch one creature and roll up to the maximum dice remaining in your pool. You heal the creature by an amount equal to the roll. The dice you roll for this healing is expended. You regain all expended dice at the end of a long rest. ### A Leg Up At 9th level, your leg knowledge has increased, and with it your abilities. When you use your Take A Leg feature, the creature that you heal can immediately move up to half its speed as a reaction. This movement does not provoke attacks of opportunity. Additionally, your own legs have improved. Your movement increases by an additional 5 feet, and your long jump increases by a number of feet equal to your Dex modifier. ### Quick Draw At 13th level, you gain an uncanny speed in battle. You have advantage on initiative rolls. When you enter intiative, if you are the first of your allies to move, you automatically regain one die of your Take A Leg feature, inspired by your friends' need for your quick feet. ``` ``` ### No Seriously It's Not A Foot Thing At 17th level, you have learned to maneuver to such an extent as to be magical. You can cast the *Freedom of Movement* spell once with this feature without using a spell slot or material components. After you cast the spell, you can't do so again until you finish a short or long rest.
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