Rogue
Base Class: Rogue

The Striker is a rogue who has become like lightning itself. Precise. Merciless. Sudden. Swift. Deadly. A striker is nearly impossible to pin down in or out of combat.

Quick Strike

Starting at 3rd level, as an action, you surge directly forward 15 feet like a bolt of lightning. Any creatures in your path must make a dexterity saving throw or take 1d6 lightning damage and be unable to take reactions until the start of their next turn.

If you end this movement on a wall or ceiling and not on the ground, you stick to that surface. If you move, you must make any necessary checks or fall.

The distance you move forward with this feature increases as you reach higher levels: 20 feet at 5th level, 25 feet at 11th level, and 30 feet at 17th level.

Find Weakness

When you choose this archetype at 3rd level, when you use Quick Strike, you can use your bonus action to make a Investigation check against the AC of the first creature hit by the Quick Strike. If you succeed, you can divide your sneak attack damage between all the creatures hit by your Quick Strike. Also, you gain proficiency in the Investigation skill.

Penetrating Strike

Starting at 9th level, you can move through solid objects with Quick Strike.

Shocking Pulse

At 13th level, when you roll initiative and are not surprised, you can use your reaction to force all hostile creatures within 30 feet of you to make dexterity saving throw or take 1d6 lightning damage and be unable to take reactions until the start of their next turn.

Crippling Strike

When you reach 17th level, you have become eminently skilled at disabling your targets. When a creature takes damage from Quick Strike or Shocking Pulse, it is restrained until the end of your next turn, as its muscles seize up from the electricity coursing through them.

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