Rogue
Base Class: Rogue

Rogues under the mantle of the Dagger-Squall find themselves drawn to sudden instances of either emotion or entropy, capable of channeling these outburst and chaotic ripples into arcs of electricity. Those referred to as "Stormchasers" or "Veil Walkers" have learned to augment this spark into something more, channeling the storm within into a way to mislead and harm those before them. Calm one moment and striking the very next with no wasted movement, the veil between life and death conducts through their very fingertips.

Rolling Thunder

At 3rd level, you gain the Booming Blade cantrip, which counts as a Rogue spell for you and doesn't count against the number of cantrips you know. Additionally, you can use Booming Blade with thrown, finesse, or ranged weapons, infusing them with the power of thunder. 

When you hit a creature with a thrown weapon that has the light property using Booming Blade, it returns to your free hand at the end of your turn. If you miss, it remains where it struck.

Haze of Liberation

At 3rd level, you've developed a knack for evading attacks and striking back. As a bonus action, you can envelop yourself in a veil of fog and mist until the start of your next turn. You can use this feature a number of times equal to your Dexterity Modifier (Minimum of once) and regain all uses after a long rest. While in this form, you gain the following benefits:

- When a creature makes an opportunity attack against you, they make the attack at disadvantage due to the constant shifting of your form.

- You can use your reaction when targeted by an opportunity attack to make an opportunity attack against the same creature.

Starting at 6th level, if the opponent misses the opportunity attack, your attack against them has advantage.

Tongue Twister

At 9th level, your mastery of speech and persuasion allows you to twist words and manipulate conversations effortlessly. You gain proficiency in the Persuasion and Deception skills if you don't already have them. Additionally, you can use your charm, wit, and linguistic prowess to your advantage in social situations. Once per short or long rest, as an action, you can engage in an elaborate and convincing conversation or argument, utilizing your persuasive abilities to their fullest extent. When you use this ability, you gain the following benefits for one hour:

- You have advantage on Persuasion and Deception checks.

- You can attempt to redirect or mislead the target's focus during a conversation, making it more difficult for them to discern your true intentions. The target has a disadvantage on Insight checks to read your motives during the interaction.

Thunderstruck

Starting at 13th level, you can deliver a precise, thunder-infused strike to leave your foes stunned. You can use this ability a number of times equal to your proficiency bonus before needing a long rest to regain uses. When you successfully hit a creature with a melee or ranged weapon attack using Booming Blade, you can choose to forego the extra thunder damage from the cantrip. Instead, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or become stunned until the end of your next turn.

Ball Lightning

Starting at 17th level, you can conjure a sphere of crackling lightning to wreak havoc upon your foes. As an action, you can summon the Ball Lightning at a point you can see within 120 feet of you. The Ball Lightning then streaks toward that point in a straight line from you, and each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Dexterity modifier.

On a failed save, a creature takes lightning damage equal to your Rogue level plus your Dexterity modifier. On a successful save, they take half damage. After the initial burst, the Ball Lightning remains at the designated point for 1 minute, crackling with energy. Any creature that enters the area of the Ball Lightning for the first time on their turn or starts their turn within it takes lightning damage equal to your Dexterity modifier.

After using this ability, you can't use i again until you finish a long rest.

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