Daredevil

There are many reasons one might pursue a rogue’s craft. Often the motivation is wealth. For some, it might be to serve some loftier ideal. But for a select few, it’s simply excitement they crave. Rogues who become daredevils must throw themselves into danger to feel truly alive.

On the plane of Ravnica, many Rakdos performers pursue this archetype, stunning their adoring crowds (or hapless victims) with stunts that are every bit as dangerous as they look.

Thrill Seeker

Starting at 3rd level, you draw strength from the thrill of danger. This strength is measured as a pool of adrenaline called thrill. You gain 1 point of thrill when you end your turn within 5 feet of an enemy. Additionally, the first time an enemy attacks you or targets you with a spell on a turn, you also gain 1 point of thrill. Finally, whenever you kill an enemy, you gain 3 points of thrill. Your thrill lasts until combat ends or you fall unconscious.

Thrill Abilities

You can spend your thrill in the following ways:

Aerialist: As part of a movement, you can spend 1 thrill to double your jump distance and gain a climb speed equal to your move speed until the end of the turn.

Blade Dance: You can spend 2 thrill to take the dodge action as a bonus action.

Twist the Knife: When you deal Sneak Attack damage as part of a melee weapon attack, you can spend 2 thrill to reroll any number of your Sneak Attack damage dice. You must keep the new result.

Sanguine Flourish: You can spend 3 thrill to gain advantage on your next attack.

Unleash: When you hit an enemy with an attack, you can spend 10 thrill to make that creature vulnerable to all damage from the attack.

Hackrobat

By 9th level, your agility and combat expertise allow you to move through spaces occupied by enemies as if they were rough terrain. You must still obey normal rules for stopping in an occupied space. Additionally, you can use your Aerialist ability outside of combat without expending thrill.

Legend Slayer

Also at 9th level, whenever a hostile creature takes a legendary action or uses its legendary resistance in combat, you gain 1 point of thrill.

Relentless Killer

At 13th level, your adrenaline can keep you in the fight despite grievous wounds. If you would drop to 0 hit points, you may spend all of your remaining thrill to drop to 1 hit point instead. When you do, you also gain 1d4 temporary hit points for each point of thrill spent. These temporary hit points last until the end of combat.

Once you use this feature, you must finish a long rest before you can use it again.

Bloodlust

Beginning at 17th level, when you roll for initiative, you gain 5 thrill and your movement speed is doubled until the end of your first turn. Additionally, you have advantage on attacks against any creature that hasn’t taken a turn in combat yet.