5E Rogue: Transporter

The following homebrew adds a modern option to the Rogue class in 5E TTRPGs. All of the core Rogue class abilities can stay rules as written; see the official 5E System Reference Document (SRD v5) for details. Note: This subclass has not yet gone through playtesting.

Transporter

Transporters specialize in motion, masters of speed, precision, and escape. Whether behind the wheel of a sports car, the yoke of a helicopter, or the reins of a hoverbike, you’re the one who gets the crew out alive. You know every back road, shipping lane, and secret checkpoint. When the job depends on timing and nerve, everyone looks to you… and you never miss a turn.

Level 3: Professional Driver

You are an expert behind any wheel, throttle, or control stick.

* Vehicle Mastery. You gain proficiency with all land, sea, and air vehicles. If you already have proficiency with a vehicle type, you instead gain expertise with that type; when you make a Dexterity or Intelligence check to operate or repair a vehicle, add your Proficiency Bonus twice.

* High-Speed Reflexes. You can use Cunning Action to take the Dash or Disengage action through or while controlling a vehicle.

* Daredevil: Whenever you perform a stunt, chase, or high-speed maneuver, you can add your number of Sneak Attack die (without rolling) as a flat bonus to the check. For example, 2d6 sneak attack would grant a +2 bonus.

Level 3: Smuggler’s Instinct

You’ve learned to read traffic, spot danger, and hide things where no one looks.
* You gain proficiency in Perception or Insight (your choice).
* You have advantage on checks made to conceal objects or passengers within vehicles or cargo.
* You can sense when law enforcement, bounty hunters, or border patrols are nearby. Within one mile of such groups, you feel a faint unease: The hairs on your neck rise, or your dashboard lights flicker.

Level 3: Precision Handling

You can treat a vehicle as an extension of yourself.

* While controlling a vehicle, you can add your Dexterity modifier to its Armor Class and to any saving throws it makes.

* Once per turn, when an enemy damages your vehicle, you can reduce the damage by an amount equal to your Rogue level (representing sharp steering, shield rotation, or evasive reflexes).

Level 9: Evasive Maneuvers

You can turn impossible situations into near misses.

* When a creature you can see targets you or your vehicle with an attack, you can use your reaction to impose disadvantage on the attack roll.

* If the attack still hits, you take only half damage.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.

Additionally, allies riding in a vehicle you control gain +2 AC and advantage on Dexterity saving throws against area effects (such as explosions or collisions).

Level 13: Fast Exit

Your reflexes are almost precognitive when the heat is on.

* You have advantage on initiative rolls while near or inside a vehicle.
* The first time you move on your turn, you can double your speed until the end of that turn.
* When an ally within 30 feet drops to 0 hit points, you can use your reaction to immediately move up to your full speed (without provoking opportunity attacks) toward them, representing a dramatic rescue, skid-stop, or leap into the fray.

Level 17: The Getaway Legend

You have achieved mythic status among smugglers and wheelmen – the escape artist of every story.

* Master of Motion. Difficult terrain never slows you, and your vehicle ignores non-magical obstacles up to 3 feet high (such as barricades or debris).

* Perfect Drift. While you’re controlling a vehicle, you and all allies riding with you have evasion, taking no damage on successful Dexterity saves and half on failures.

* Signature Move. When you take the Dash action (on foot or in a vehicle), you can instead perform a Cinematic Escape:

Move up to triple your speed, ignoring opportunity attacks.

Any hostile creatures that started within 10 feet of you must succeed on a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Dexterity modifier) or be knocked prone by your passing shockwave, exhaust burst, or tire spin.

After pulling this move, you can’t use it again until you finish a long rest.