Base Class: Rogue
Whether from spending time in proximity to the Astrolum Vestolus or being subjected to intense astral energy, you have begun to tap into the fabric of reality. The laws that govern time and space are malleable in your hands.
Potential Energy
At 3rd level, when you deal sneak attack damage against an enemy, you can choose not to roll up to half of your d6 dice. These unspent dice are stored as potential energy dice.
Until the end of your next turn, you gain advantage on your next attack, and when you hit with a weapon attack, you can roll your potential energy dice to deal extra force damage to the creature equal to the amount rolled. If you do not expend your potential energy dice before the end of your next turn, you roll the dice and suffer force damage equal to the amount rolled. You cannot gain additional potential energy dice while you already have one or more.
Empowered Potential
At 9th level, you gain additional abilities while you have potential energy dice stored.
Double Take - While you have potential energy dice, you can spend 2d6 to take an additional reaction. You cannot use the extra reaction on the same turn as your last reaction.
Traverse Space - While you have potential energy dice, you can use a bonus action to expend 1d6 and teleport up to 60 feet to an unoccupied space you can see.
Spatial Eruption - If you are reduced to 0 hit points while you have potential energy dice, they are automatically expended. Roll all dice, and all creatures within 10 feet of you suffer force damage equal to the amount rolled.
Astral Projection
At 13th level, you gain the ability to temporarily send your body to a new location. At the start of your turn, you can choose to teleport to an unoccupied space you can see within 60 feet. If you do this, your speed is 0, you can hover, and you have resistance to bludgeoning, piercing, and slashing damage until the end of your turn. At the end of your turn, you teleport back to the space you started your turn in.
You can use this feature a number of times equal to your proficiency bonus.
Temporal Realignment
At 17th level, you can alter the flow of time in combat. You gain advantage on initiative rolls. Additionally, when another creature finishes their turn, you can use your reaction to immediately take a turn. This feature does not change your place in initiative.
Once you have used this reaction, you do not gain any benefits from this feature until you have taken a long rest.






