Rogue
Base Class: Rogue

You hail from an ancient and powerful magical bloodline. Harnessing the innate magic in your blood grants you the ability to strike your foes from afar and close in with ease, allowing you to make short work of them as they reel from your swift blows.

Phasing

At 3rd level, You gain the ability to phase through attacks. For one round you can use your reaction to impose disadvantage on all attacks rolled against you. You can use this ability once per long rest.

Weapon Bond

At 3rd level, you gain the ability to magically bond to weapons you are proficient with. You can bond with and store up to three weapons at a time, you spend an hour with a weapon to bond with it, storing it away in a personal pocket dimension you can access at will. As a bonus action a bonded weapon can be summoned to your hand.  

Warping

Starting at 3rd level, you gain the ability to instantly warp to the location of a thrown weapon. When using a thrown weapon you are proficient with you can use your bonus action to  throw the weapon to a clear space within its first range increment  and instantly appear in that space. Only weapons with the thrown property can be used to Warp. Warping does not provoke attacks of opportunity. 

At 3rd level you gain three uses of this ability and regain these uses after a short rest. This limit increases by one at 5th, 7th, 9th, 11th, 13th, 15th Levels.  

Warp Strike

Starting at 3rd level, you gain the ability to use your Warp to deal extra damage by Warping along with your weapon at the moment of impact. If you make a successful thrown weapon attack you can use your Bonus action to warp along with the weapon to cause an extra 2d4  force damage. You land within melee range of the target in the closest clear space from where you originated. 

Warp striking uses one of the Warp ability charges. 

The amount of the Warp Strike damage increases as you gain levels in this class, equal to half your Rogue Level rounded down. 

Armiger

Starting at 9th level, As an action, you can call on the full power of your bloodline's innate magic. The transformation lasts for 1 minute or until you end it as a bonus action.  By unleashing the Armiger you gain a flight speed of 30ft and any Warps/Warp Strikes can be made without using charges. For the duration of the Armiger you can add your CON Modifier to your AC. You regain uses of this ability after a long rest.

The amount of uses of the Armiger increase as you level. At 12th level you gain 2 uses, at 16th level you gain 3 uses and at 20th level you gain 4 uses per long rest.

Armiger unleashed

At 13th level, As an action you gain the ability to use the ethereal weapons that make up your Armiger in a all out ranged attack. As an action while using the Armiger you can make  ranged attacks at an enemies you can see. The target(s) must each make a DEX saving throw. Each weapon in the Armiger deals 1d6 force damage per weapon for a total of 6d6, all weapons are used simultaneously and can either be used on separate targets or on one target. On a successful save the target takes half damage. 

Using the Armiger unleashed costs the remaining duration of your Armiger, dispelling it once all attacks are complete. This ability can be used once per Long rest. 

Alterna

At 17th level, you gain the ability to cast the spell Alterna once per long rest. In exchange for half of the users maximum hit points, Alterna creates a collapsing black hole around a single target that deals 10d10 force damage. The target must make a DEX saving throw. On a successful save the target takes half damage. 

Comments

Posts Quoted:
Reply
Clear All Quotes