Rogue
Base Class: Rogue

The Eladrin are born of fey magics tied so closely to the wilds itself that any craft they take up tends to emanate arcane energies.  Those who tend to make deceit and craftiness their trade within the material plane are even more subject to this fact, being more-or-less aligned with the natural way of the fey. 

Rakish Eladrin are a terror of imperceptible movement on the battlefield; they able to steal, stab, and disappear in the blink of an eye.  While Rogue's are an enemy that can be seen as a pest during combat, a Rakish Eladrin are a pest that should perhaps be left alone.  The emotional state of an Eladrin, coupled with their tie to the weave, can result in wild magic surges and elemental outbursts in moments of frustration or pain that often are better to avoid than to confront head on.  

Vanishing Act

Starting at 3rd level, your Dash is replaced with Misty Step, allowing you to transport yourself up to 30ft in any direction without provoking opportunity attacks or making noise. If you use your misty step to move within melee range of an enemy on your turn, you may count the first melee strike against them as a Sneak Attack. Finally, if you use your Vanishing act to Misty Step behind anything that counts as half or three quarters cover, you may roll to hide as a free action.

You may only use Vanishing Act once per turn.

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Frustrated Outbursts

When you choose this archetype at 3rd level, you are touched with great Fey magics.  Anytime you fail a skill check for any skill that you have expertise in, roll on a Wild Magic Surge Table.

Furthermore, any skill check roll of a Natural 1, regardless of proficiency/expertise, also provokes a roll on a Wild Magic Surge Table.

Dangerous Interruptions

Starting at 9th level, anytime you take damage, roll a d4.  On a 4, you unintentionally release a burst of randomized arcane energy.  Anyone, friend or foe, that is within 10ft of you must succeed on a Constitution Saving throw against your Spell Save DC, or take 2d6 dmg of the type randomly rolled from the following table. Anyone who succeeds against the save DC takes half damage.

Your Spell casting Modifier is Charisma, and your Spell Save DC is calculated as (8 + Charisma Modifier + Proficiency Bonus)

Damage Types: (roll a d6)

  1. Fire
  2. Cold
  3. Lightning
  4. Thunder
  5. Force
  6. Psychic

(At Higher Levels:)
At 11th Level, your Dangerous Interruptions gain an additional damage die, and the radius of it's effect is extended to 15ft.
At 13th Level, your Dangerous Interruptions gain an additional damage die, and erupts from you as a result of a 3 or 4 when rolling a d4 to determine it's activation.

Innate Arcane Potency

By 13th level, your connection to your Fey Ancestry is strong enough that any weapon you wield is considered magical for the sake of overcoming resistances and will strike with a +1 attack and damage bonus.  The effect leaves the weapon as soon as it leaves your hand.  This effect does extend to bows and thrown objects, but the ammunition or object becomes nonmagical again after it deals damage to the target or misses.

In addition, any Potions you consume are also elevated by your magical connections, receiving either twice the potion's normal effect duration, or a maximum result from dice rolled without the need to roll. (i.e. healing potions).

Catch Me If You Can

When you reach 17th level, you have become a master at moving as the great ArchFey do.  Instead of your regular Movement, you can choose to Misty Step up to 60ft from your position, regardless of whether or not you can see the destination, allowing you to pass through solid walls, ceilings, trees, etc. The base range of this ability can be extended with feats that increase your natural movement speed. If you Misty Step to a location that is otherwise obstructed, you will keep traveling the same direction until you arrive in an unoccupied space.  Rules for Hiding, Provoking Opportunity Attacks, and Sneak Attacks for this ability function the same way as your Vanishing Act ability.

You can replace your movement in this way a number of times equal to 1 + your Proficiency Modifier per Long Rest.

In addition, you may now cast Plane Shift once every 7 days, directed either toward the Fey Wild or the Material Plane.  Casting Plane Shift in this way causes a Wild Magic Surge and aggressive plant growth, centered on the point you left.  The plant growth extends in a radius of 30ft and will lasts for 1d6 days as you leave a piece of the Wilds in your place.  The space within this radius counts as Heavily Obscured and Difficult Terrain for the duration.
What better way to escape your pursuers than by leaving the plane they inhabit?

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