Base Class: Rogue
Drifters possess the uncanny ability to move with the wind. Drifters are silent, and thus make good assassins. One thing that you can never do to a drifter is catch them.
Updraft
You use a boost of wind to propel yourself into the air. As a bonus action, you can propel yourself 30 feet into the air. You take no fall damage when you land, as the wind gracefully sets you down. You can use this feature a number of times equal to your proficiency bonus.
Tailwind
As a reaction to taking damage, you can dash 30 feet away in any direction except upwards and reduce the damage taken by an amount equal to your proficiency bonus times 6, as wispy gusts of wind surround you. Difficult terrain does not halve this movement. You can also use this immediately after you updraft without using an action for this feature. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a short or long rest.
Smooth Drift
You have advantage on any attack roll you make while falling. Additionally, as a reaction to falling, you can move 2 feet for every 1 foot fallen and take no fall damage.
Cloudburst
You have learned to manipulate the wind in a way that makes it manifest in an almost physical state. As an action, you cause a 15 foot radius sphere of howling winds to appear in a point you choose within 30 feet. The sphere blocks vision from the outside in, and blocks vision from the inside out. The sphere lasts for 6 seconds, and two spheres cannot be active at the same time. You can use this feature a number of times equal to your proficiency bonus and regain all uses after a short or long rest.
Bladestorm
When you reach 17th level, you have learned how to turn certain weapons into a tool of mass destruction. You can make up to five daggers that deal piercing damage and lack the heavy, two handed, or special properties, float around you. As an action on your turn, you can thrust one of these weapons up to 120 feet at a creature. Make a ranged weapon attack. On a hit, the creature takes the weapons normal damage plus 3d6 force damage. On a miss, the creature takes the weapons normal damage. If a creature is reduced to 0 hit points in this way, or has been damaged by this feature, your piercing weapon flies back to you and return to hovering above you. When attacking with this feature, you can make two attacks with it instead of one. Additionally, if your piercing weapon is a magic item or has property, it still comes into effect. Once you have used this feature and all of your piercing weapons are expended, you must take a long rest before you can use this feature again.
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