Rogue
Base Class: Rogue

You have the power of an intense storm using speed and power to take down anyone who tries to stop you. 

Conducting Rods

At 3rd level, when you choose this archetype, you can create up to 3 electric rods within 40 feet of you as an action. The rods can be within any distance of one another inside of this radius. They each have 10 hit points with an AC of 10. They disappear after 1 minute or until destroyed. Whenever a rod is destroyed, it lashes out strings of electricity in a 10 foot radius. Any creature in range takes 1d10 lightning damage. Additionally, whenever an enemy starts its turn within 5 feet of a rod, they take 1d4 + your Rouge level lightning damage.

• Channel - Starting at 5th level, as a bonus action you may teleport to one of the electric rods. Use this feature a number of times equal to your CON modifier per short rest.

• Energy Field - Starting at 11th level, you gain advantage on saving throws and +2 to AC while within 10 feet of the electric rods.

Storm Runner

Starting at 3rd level, you gain +5 to your initiative rolls and movement speed.

Defibrillate

Starting at 5th level, you may use Shocking Grasp on an ally to instead give them +5 to movement speed and 1d8 + proficiency bonus temporary hit points.

Overload

Starting at 7th level, you may make a ranged attack against a creature within 15 feet of a Conducting Rod. Lightning springs from the rod causing the target to make a DEX 15 saving throw. On a fail, the creature takes 3d10 lightning damage. On a save, they take half as much damage. The rod loses functionality for four rounds.

Storm Gait

Starting at 9th level, when you use your bonus action to dash with Cunning Action, you may expend your reaction to coat yourself in an electric aura. You don’t provoke opportunity attacks, you ignore difficult terrain, and you can pass through spaces occupied by creatures or objects of medium size or smaller during this movement. You must end your movement in an unoccupied space. Any creature who came within 5 feet of this dash must make a CON 15 saving throw. On a fail, the creature takes 4d4 lightning damage and is blinded until the start of your next turn.On a save, the creature takes half as much damage with only slightly obscured vision. Use this feature a number of times equal to your DEX modifier per short rest.

Sudden Storm

Starting at 13th level, when you hit a creature with a ranged Sneak Attack, you may expend a Storm Cell. A cluster of lightning bolts cast down upon it. It and each creature within 5 feet of it must succeed a DEX 15 saving throw or take 3d6 lightning damage. Use this feature a number of times equal to your proficiency bonus per long rest.

Tempest

Starting at 17th level, you gain +5 to your initiative rolls and movement speed. In addition, you learn the spell Chain Lightning.

Previous Versions

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6/17/2024 1:38:47 PM
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