Rogue
Base Class: Rogue

The small dimensional tears all around have always been present, and you are more sensitive to their presence. With training and determination to exploit space itself, you have begun to be able to access the border of the ethereal plane and centered your roguish training around the use of passing through the border ethereal.

 

 

 

Small Realization from Raigeki

  • "So ethereal plane is just being spooky ghost man. Not a place"

(The flavour of the class being that you get to be able to 'run' between the borders of the material and ethereal plane)

Planar Cunning

At 3rd level, your familiarity with the planes and dimensions leads you to further experimentation and exploration of their limitless possibilities. Inside your body there appears a pool of energy, which you can use to further augment your abilities; the pool has a number of uses equal to your Constitution Modifier (minimum of 1). You regain all expended uses of Planar Cunning whenever you take a short or long rest.

You also gain another way to use your sneak attack; You don't need advantage on the next attack roll to use your Sneak Attack against a creature whenever you attack after exiting the ethereal plane, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Transient Disposition

Starting at 3rd level, whenever you use your action or cunning action to dash, disengage, or hide, you may opt to use your Transient Disposition's version. Using the Transient Disposition's version counts in the case of exiting the ethereal for Planar Cunning.

 

*Transient Disposition: Dash*

You dash through the border between the ethereal and material planes, exiting after the end of the dash. Your movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce your speed until the end of your turn. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

 

*Transient Disposition: Disengage*

As you disengage, you may enter the ethereal plane and exit to appear 10 feet away from where you entered.

 

*Transient Disposition: Hide*

By going into the ethereal plane, you forgo making a stealth roll and instead hide between the ethereal and material planes. While under the effects of Transient Hide, you can still be targeted from the material plane, but you also gain the effects of half cover. You can only stay in the ethereal plane until the start of your next turn. You may also exit as part of your movement.

 

Whenever you attack, you can boost its damage by expending uses of Planar Cunning for a bonus equal to half your proficiency bonus rounded up in d6s by spending 1 charge per turn and an additional d6 per charge spent afterwards. Spending Charges of Planar Cunning must be declared before the attack roll is made. Furthermore, you can change the damage type of the whole attack to force by using 1 charge of Planar Cunning.

Adaptation in Aether

By the 9th level, prolonged exposure has eventually changed your physique.

You gain resistance to either Force, Radiant, or Necrotic damage. Whenever you finish a long rest, you may choose to switch your resistance among the three.
As a reaction, by using 1 charge of Planar Cunning you can gain immunity to the chosen resistance until the start of your next turn.

Your speed is also increased by 10 feet, becoming 20 feet when you reach level 17.

Adaptation in Aether: Force

By the 9th level, prolonged exposure has eventually changed your physique.

You gain resistance to either Force, Radiant, or Necrotic damage. Whenever you finish a long rest, you may choose to switch your resistance among the three.

As a reaction, by using 1 charges of Planar Cunning you can gain immunity to the chosen resistance for 1 minute.

Adaptation in Aether: Necrotic

By the 9th level, prolonged exposure has eventually changed your physique.

You gain resistance to either Force, Radiant, or Necrotic damage. Whenever you finish a long rest, you may choose to switch your resistance among the three.

As a reaction, by using 1 charge of Planar Cunning you can gain immunity to the chosen resistance until the start of your next turn.

Adaptation in Aether: Radiant

By the 9th level, prolonged exposure has eventually changed your physique.

 

You gain resistance to either Force, Radiant, or Necrotic damage. Whenever you finish a long rest, you may choose to switch your resistance among the three.

 

As a reaction, by using 1 charges of Planar Cunning you can gain immunity to the chosen resistance for 1 minute.

 

Improved Planar Cunning

As you reach the 13th level, your Planar Cunning improves. You regain 2 charges of it whenever you deal a critical hit.

Devious Predilection

Reaching 13th level, your prolonged exposure to the ethereal plane has spurred changes to your physique.

 

Whenever you use Devious Predilection, you cannot use Transient Disposition on your next turn.

 

*Enhanced Transient Dash*

In addition to the usual effects, you can move through creatures and objects on the material plane.

 

*Enhanced Transient Disengage*

The range is extended to 20ft.

 

*Enhanced Transient Hide*

You gain the benefits of 3/4 cover instead.

Kinetik Harvest

When you reach the 17th level in Transient Runner, your proficiency in traversing the ethereal and material planes you have found a way to harness some of the energy during each trip.

 

Every foot of movement that you have taken can be stored and used to propel your attack's further, dealing half of the movement as bonus damage to your next attack by declaring your intention to use it and spending 2 charges of Planar Cunning, up to a maximum of your Dexterity Modifier + Constitution Modifier *4 (minimum of 4). [(Dex Mod + Con Mod) * 4]

You can only store up charges for each space you haven't traversed this turn, the charges of Kinetik Harvest is reset to 0 whenever you move into a space you have gained a charge from this turn.

 

Whenever an attack with Kinetik Harvest misses, you must select another creature within 30ft of your initial target, other than yourself. Until the end of it's next turn, the creature then gains bonus movement speed equal to the amount of Kinetik Harvest damage in feet (4 dmg = +4 ft movement speed).

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Transient Runner Archetype Image

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